I tried adjusting my previous code to match the one in this tutorial. (Code is shown at 38:09-38:21).
However, after doing that, my character’s respective animations no longer play when he runs or jumps. He’s only playing his idle animation.
What do I need to fix?
Try adding a bool var called “IsMoving” or some such. and set it in event graph the same was as Accelerating, only using Get Velocity instead of acceleration. Use that one for layered blends and the transition rule from walking to idle. If your character’s acceleration is high enough, it could be reaching max speed faster than the blend can happen. Once you reach max walk speed, acceleration is 0.
I did it like this, but it’s still not working. 
What did I do wrong?
Those look right. Problem may be in one of the state machines.
Well, here’s a video showing my current setup.
Can you see where the error is?
Jump start to falling transition doesn’t have a rule in it (should probably have some sort of time remaining of jump3_start seq).In theory that should still work if you don’t jump, but sometimes compiler will discard nm entire bowl of blueprint noodles if there’s no valid path thru it.
I put the “Automatic Rule Based on Sequence Player in State” rule for it. I’ll try out you’re solution and get back to you soon.
When you’re moving (‘IsMoving’ = True), you transition to the animations within your ‘Ground Movement’ state machine (as your base animations), but you didn’t show what’s inside. You may want to confirm that everything is correct there. Similarly, confirm that your ‘Layered Blend Per Bone’ has all the correct data input.
Thanks for the feedback!
In all honesty, I just gave up and changed my code from what was shown. The new method I used is actually working like how it’s supposed to. Which is crazy, because the new code is not even that different. 
I also got rid of the layered blend poses node because I realized that I don’t even really need it.
Still, I appreciate all the effort to help!
No problem; glad you figured it out.