State machine transition blend works into movement but not back to idle.

I mean the idea here is that you have a “Non-Combat Idle/Run” and additionally a “Combat Idle/Run” Blendspace blended by an “IsInCombat?” boolean. All that can go in a single state, so you don’t have to worry about transitions, or you can have the bool be a condition to switch between “Non-C” and “In-C” states. Either way should work. But what I’m thinking is since they move so slowly, what about opening their character/pawn movement component and just lowering their brake speed so they start slowing down earlier, as well? Give more time for the blend to be apparent?