For left and right you do not need a bool since you can check if he is left or right by input axis and send appropriate animation from there.(-1 is left, 1 is right and you can use 0 for an idle animation meaning he is not moving.)
And yes you will reach a point where you will have many checks to ensure that your hero plays appropriate animation and that real human player when he mashes buttons won’t make your character get stuck.
I have 17 animation for my hero so you can imagine all possibilities.
It takes a lot of careful planning ahead to be able to do many different animations that interact with each other.
Here you can see part of a more complicated flipbook animations. Because there is still no “on animation end” you have to use timers which is big pain in the… especially when you are new and try to understand how new software works but i figured it out with help of forum and digging in other forums to understand why timer is not working.It appears that it needs a function to function!
I’ve added a flipbook completion delegate in 4.4, which should make things a little bit easier (triggered whenever a non-looping flipbook hits end (or beginning when playing in reverse)). You can bind to it from Blueprints (by selecting component variable) or via C++ in 4.4.
Cheers,