I have a character using two blendspaces, one for freely running where rotation is oriented to movement, another where orientation is locked and they strafe in any direction. Both blendspaces work great, but in transitioning between them there is always a hitch since they play from the beginning. In the state machine, clicking on the blendspace node allows an option to create a pin to set a start time (Start Position), which works as expected. The problem I’m having is finding a way to retrieve the current time of the animation it is transitioning from (or any animation being played) in order to feed the correct float value into that pin.
I could work around it by setting up several notifies in every animation in both blendspaces and only allow the transition to occur at certain points in the animation loop, but this seems needlessly tedious and would choke the responsiveness of the system somewhat.