Problem with dynamic footstep sounds

Hello, i recently switched from unreal engine 4 to 5 and thought that i would implement a system that changes the sound of your footsteps depending on what surface you walk on. I ended up following the two videos that i have linked in this post but i encountered multiple problems after finishing both tutorial videos. The problem is that the walking sound is delayed by several seconds, which means that you have to walk for a while before it activates. Not only that but the walking sound keeps playing even after you stop walking.

I tried to ask around for solutions to this problem in the comment section and one person said “take the loop off the timeline then connect the finished into a branch, the condition being the vector length of velocity”. I have no idea what he means by “the condition being the vector length of velocity”. Does anyone know what he means by this?

Here’s the link to the first video: https://www.youtube.com/watch?v=IQ5jkxIua5U&ab_channel=ErementalStudios

Here’s the link to the second video: https://www.youtube.com/watch?v=D2qP8YEx3lI&ab_channel=ErementalStudios

Open animation, trace walking, add events when foot should spawn footstep sound.
Spawn sounds at location for those events.
Add line trace (or detection for material it steps on) use physical material slot to determine sound cue for concrete, grass, graves etc.
This will be independent for each foot so you can gave sounds of grass mixed with sand/water etc.