Paper2d blueprints: transition from running to running shot

I have set up shooting while running in a paper2d game using blueprints, and everything for the most part works. However, there is a noticeable difference in the animation when I go from plain running to shooting while running, because the shooting while running flipbook starts at a different frame than what the plain running flipbook ended on. The only difference between the two flipbooks is one has it’s arm extended, and the other does not. Everything is exactly the same, and I know it’s because each flipbook starts and ends on a different frame from the last, but I don’t know how to fix it. Any ideas on solving this problem will be greatly appreciated.

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I would try solving it by when you get the shoot input from the player, increase the flipbook playrate to something really fast, then loop for like 0.01 seconds until it reaches the end of the current flipbook, then change to the shooting one. No idea what it would look like… but it may be fine.
In other words you could just wait until the current flipbbok has finished playing before you allow the switch. Assuming the Run cycle is short you may not notice the delay at all as the player.