Smoothly Blend between Sequence Player switching animations

I have a Map with Keys as “Object Class Reference” & Value as “AnimSequence” as such:

It works perfectly except that the blending/transition between animations is not smooth as such:

Is there any solution for this? Or perhaps a better approach?
I’m trying not to clutter with state machines and stuff since most animations map to classes one to one

Okay I think I’ve found a solution:

but I’m not sure if I’ve implemented it correctly, please let me know if this might have any unexpected behavior

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Is there anything you would like to add? I’m open to suggestions

It’s a bit hard to know why you chose this setup, since most conventional animation logic used state machines extensively
However perhaps a chooser is something you can look into, it’s a newer system from Epic that can potentially help you, since it can evaluate a set of conditions and output something (in your case an animation) that can be fed into an animation graph

Dynamic Asset Selection in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community

Interesting but it seems a bit overkill and experimental to use at the moment

I chose this setup since I have a “custom state machine” in my ACharacter and I’d have to recreate/duplicate that same state machine in the ABP so I thought it would be simpler to keep my code dry and simply reference the state in the ABP and match them with their respective animations