I made a post about this earlier, but I figured some things out since then, so I figured it would be best to just start fresh.
I have a widget that is acting as a button, but it is not technically a UMG button object (lets call it FauxButton to distinguish between the two).
When the player hovers or focuses on this FauxButton, the slate material plays a transition animation then plays a looping hovered-state animation. When focus is lost, another animation plays.
For some reason, after the Focus Lost animation plays, it snaps back to the looping hovered-state animation, when as far as I can tell, there’s no reason that it should.
Only thing I can think of is that the transition animation is technically the same animation, just reversed, and that maybe events don’t fire in reverse?
The problem described above
The basic code, each function is really just a play animation node
The transition animation. Plays from the white lines, the left for forward and the right for backward. Events should trigger the hovered state animation or the normal state animation