Maybe the blend poses by bool is what is taking too long?
What is the idea behind those?
meaning, why not just split the whole thing into 4 or even 8 state machines?
it will make the whole system much more intuitive without the need of a blendspace, timelines, transitions etc.
also, anim notifies aren’t exactly reliable for timing things exaclty. Just keep that in mind.
Generally, block is a result of 2 things. A button press and an incoming attack. Both can be considered 2 boolean.
then you also have the incoming direction. You can easily use 1 integer or even float for this, with the numpad numbers as the direction map so it’s easy to know what is where.
Each state will have to transition from itself to each of the others if both the 2 boolean are correct and the direction is appropriate.
if using an AI you can override the block boolean via AnimBP for easy testing and an impassable guard (then usually you write the AI to not be right all the time, via random # and a percentage based on how good the enemy is supposed to be - random 0 to 99, decent enemy blocks if number is < 75 for instance.) Besides the point I guess.
Anyway, it’s not quite clear how - aside form the notify - the function is called.
if it is not called with a button press, then finterpto would only run for the moment it is called. Afterall this event isn’t recursive, and you aren’t calling it again until the finterpto is finished.
a timeline would fix that, in your screenshot it’s not connected, but I’m sure you know that.
however, try testing it by just using a print screen and the output of the timeline, with nothing else. Keep it super simple.