Animation state machine, force State to finish before advancing?

I have a series of animations that need to play in order. There’s a start, a loop, and a stop. I have one boolean variable that is driving all of these. If the boolean is true, I’d like the start animation to play, and then go into the loop. If it is false, it should play the stop animation.

Right now if the boolean is true, the start animation only plays for a quick second before it passes through to the idle.

Is there a way to flag a state as “force finish” or make sure that it MUST play all the way through before advancing to a next state? Or something similar that isn’t very involved with the Event Graph logic?

I think that’s what you’re looking for:

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Jump/index.html

Exactly what I was looking for. Thanks!