I see “Time Remaining” and “Time Remaining (Ratio)” but these don’t handle all cases. Ideally I want a transition node that says, “Transition at the end of the animation”, but don’t see one.
If I have a ratio set at something small, say 0.1, then I can end up with an infinite loop depending on the animation and my frame rate. Different machines will have the behavior work correctly or loop infinitely. On one frame the remaining ratio can be 0.101 and the next frame it can be 1.0 because the animation reached the end and looped and never hit that 0.1->0 extent. Time remaining has a similar problem, if the frame rate dips unexpectedly, the animation can loop instead. You can say, “well increase that time” but maybe I that’s not what I want. Maybe I want to do the opposite and lower it to zero so there’s no blending between the two animations - frame 1 of the new animation proceeds frame ‘last’ of the previous one. You can say, “well increase the ratio or time remaining anyway” but that would change the look and feel of the game, and I don’t want to walk to the artists and designers and say they can’t have the look and feel they want because UE4 doesn’t support it.