State not triggering when conditions true/automatic rule based on sequence?

I’ve made an animation blueprint where an animation should play its full length, even when the input isn’t triggered anymore. For that, I tried looping but this gave some problems. Then I tried “automatic rule based on sequence”. My idea was that the animation always completes and then retriggers, if the conditions are still true. However, it doesn’t. Loop Animation was off.

It’s a stone character either swinging left or right depending on what side started the swing (MouseButtonL, MouseButtonR). It saves the first direction as “FirstPunch”. The arms should be controlled independently, that’s why I have to save FirstPunch. FirstPunch should become empty when neither MBL or MBR is pressed.

So my main question is, how do I loop an animation as long as the conditions are true but also play the full animation when the conditions aren’t true anymore? I tried “Get Relevant Anim Length” and check if 0, but that didn’t work.

PunchLogic:

StateMachine. From PunchLeft to Idle/Walk is AutoRule:

TransitionRule from Idle/Walk to PunchLeft. This should stay true and keep getting back to PunchLeft after finishing:

I’ve found a solution. In transition graph, set “Blend Settings” → “Duration” to 0, then you can use Time Remaining (Animation) = 0 as state exit condition and the animation is reset and plays again when the enter condition is still true.

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