That’s right. How would I go on about using a retriggerable delay for this?
BTW: I can see that in the state machine, after the attack delay is over and the boolean is reset, it returns to the Idle/Running state. If I click attack again right after it changes back to Idle/Running, it goes to the Attacking state, but no animation gets played. Unless I wait an extra moment during Idle/Running before clicking again.