Using Unreal Engine 4.27, I have an animation Blueprint setup with a base idle animation (Idle00) where all the movement animations branch off of (these work fine), but I also have an animation notify set at the end of Idle00 that generates a random integer (1-3 currently) and plays a second, random idle animation (Idle01, Idle02, Idle03) after the player has been standing around for a while, Idle00 is connected to Idle01-Idle03 through a conduit and in the blueprint preview everything works fine (Idle00 plays, then transitions to either Idle01, Idle02, or Idle03). However, in-game, the animation never transitions from Idle00 to any of the other idle animations, even though the variables are being set to the correct values for it. From what I’ve read, there’s an issue with using animation notifies with conduits, but the workarounds I’ve read about don’t seem to work. I’ve tried using skeleton notifies, blueprint notifies, and notify states, I’ve also tried changing the tick type from queued to branching point, but nothing seems to work (variables are being set correctly, but the idle animations won’t transition). I haven’t been able to find much about using the notifies and conduits together, so I’m kind of in the dark about what to do here.