Why can't I successfully stop one CameraAnim then immediately play another?

Hi guys,

I have successfully used the new camera animation system to set up walking and jumping animations for my first-person character. However, the jump animation only plays if I’m standing idle; if I’m already moving when I jump, the jump animation doesn’t play. I’m stopping the walk anim immediately before playing the jump anim because I don’t want the walk anim to play while I’m in the air. This doesn’t seem to be working as expected.

I set up a bool Jumping? that gets set to true when I jump, false when I land. In my movement code, there’s a check that happens before any walking animation is played to see if Jumping? is true; if it is, no walking animation is played.

At first I suspected the blend out time on my walking animation was to blame, so I made a second Stop Walk Anim event that has Immediate set to true in order to ignore the blend out time. Unfortunately, this didn’t make a difference.

Next, I started experimenting with Delay to find out if it’s a latency issue. I tried setting a Delay node between Stop Walk Anim Immediate and Play Jump Anim. It appears I was correct. If the Delay is at least 0.01 (small, yes, but latency nonetheless) then the jump anim successfully plays after stopping the walk anim. Without the Delay node, the jump anim will not play.

Is this a latency issue as I suspect or is there something else executing at the same time that is preventing this from working? I will attach my movement code in a separate comment since I can only attach two images per post.

This is the code that executes when I jump and land, respectively.

These are my camera animations which are controlled via custom events.

Here’s my movement code, mostly to show where the walk anim is played and Jumping? is checked.