Issues when trying to implement locomotion start and stop animations

Hi everyone, I have an issue when trying to implement start animations in unreal. What’s happening is that there’s a slight jerk/buggy/unsmooth behaviour when the animation goes from start to walk/run. Here’s a video and screenshots of my blueprints. I have a state machine that includes the following states: Idle , CrouchIdle , CrouchWalkRun , and WalkRun . I want to expand it by adding a Start state now, and possibly a Stop state later. In Idle , I just have a selection of random idle animations using the random sequence player. In Start , I have the unarmed walk forward start animation from lyra animation pack connected to the output animation pose and also for walk run I have a blendspace and ground speed connected to the output animation pose. As for transition rules, from idle to start I’m just checking the ground speed is greater or equal to 0.1 and that should move is true. From start to walk/run, I have a time remaining ratio for the forward walk start set to less than or equal to 2.

The jerk looks like the snap transition from one animation to the next. Last frame to 0 frame on the new. Sync Groups are needed to blend the foot placement on the current animation to a frame in the next animation.

I seee, thanks will check out

for anyone seeing this post, there’s this playlist that was massively helpful in developing an advanced locomotion system, I’d recommend using lyras locomotion animations.