My animations run for one loop of my state machine attack loop, but then stop using proper play rate. Please help.

I was wondering if anyone could possibly tell me what might cause something like this issue im having? I have this looping series of state machines in my graph that will transition between each other in a loop if I keep pushing my attack button. Problem is, when it makes one full loop around, for some reason the second…third…nth time around, it will stop using my animations play rate entirely for my simulated proxy(and my client when viewed from the servers view-port) in my multiplayer game, but you can see that he moves correctly for at least the first three attacks, but when it loops back into the original attack state in the animation graph, it seems to completely disregard the play rate that is set.


Im setting a play rate for the transitional animations in the graph like this.

and in my animation blueprint, im setting that basic wind up speed based on which attack my character is currently running, you can see in this picture where im doing that (These values are replicated from my C++ side, you can see in the top left hand corner of the video above in the viewport the debug log showing the values of the basic attack wind up speed changing from 0.8 to 5, so I know my replicated variables are working, this seems to be an issue playing the animations the way I am?:

Any help at all would be appreciated.