Looping Skeletal Mesh animation Sequences

I found a workflow that helps smooth out animations that don’t loop - not perfect but better than a hard snap.

  1. Create an skeleton anim notify keyframe for each animation when you want the loop point to start

  2. Inside the event graph of the animation blueprint, flip flop a boolean
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  3. In the Anim graph, use a blend poses by bool node to blend between two of the same animations
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