I don’t put the start/stop animations in the blend space itself. I keep them as separate one-off animations that cycle in the state machine.
E.g. Idle -> WalkStart -> WalkBS -> WalkStop -> Idle
The downside is that this animation pack only comes with WalkStartFwd and WalkStartBwd, so you have to add rules to say only use this logic path if you’re walking forward or backward (not strafing or walking on diagonals).
I still need run and crouch walk cycles for other directions as well, but I guess that’s a personal preference that many people happen to share. I really don’t enjoy only being able to run/sprint forward.
's a link to an image of one of my early state machines that shows the node logic: