Turn on place animation?

Hi everyone, I’m working with a friend of mine on a top down shooter, and we’re animating our character. We’ve made the blend space so he’s now able to walk around, using five animations: idle, walk forward, backward, right and left.
We would like now to add also two more animations: turn right and turn left, only when the character is standing still: so when he’s not walking, if we move the mouse he doesn’t just rotate.

We tried two ways to achieve that: the first was just to add the animations on the blendspace, on speed = 0, in this way:

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…but that doesn’t work. The turning anims just are not reproduced.

The second attempt was using a blueprint. That is our current blueprint for the movement inputs:

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We tried to modify the second one in this way (sorry for hand made blueprint but the project is not on my own pc at the moment):

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So that’s the idea: to Cast the speed variable from the animations blueprint: if it’s equal to 0 (so the character is standing still) it will reproduce the turn animation; if not: it will just rotate.
Neither this seems to work properly: the animation is reproduced only if we move the mouse very slowly…

The problem with this second attempt is that if there’s a way to fix it, we don’t know how to make it turn also on the left (with this blueprint he just turn right); we’d like to use the blend space, if it’s possible.
So what can we do?

Please guys xD
This problem cause something like a “skidding” on the terrain.

Don’t play the animation like that. Instead control it in the animation blueprint that you have assigned to the character. That way you can blend the turn anim properly with rest of the anims.