Time Remaining on a Blendspace

I’m making a movement start / movement stop animation system. You can see my state machines here:

I know that one is missing, from Start to Stop but ignore that.
I start from idle, check if the speed of the character is above 0 then enter Start state.

This is how I check the speed to proceed to the Start state:

After finishing the Start animation I want to move on to Run.
The following works:

Start state:

Start to Idle/Run check:

That works only if the character is going forward so instead of a fwd animation I want to use a Blendspace that takes the angle of the character to provide the correct animation. But if I use a Blendspace instead of an animation it doesn’t work anymore.

Time remaining (Blendspace) < 0.1 isn’t working, the character enters the Run state immediately without playing the movement start animation.

So my question, Time Remaining function doesn’t work on Blendspaces? Or I’m missing something?

From what I saw - you could check (at Blend out) if the speed is < X rather than using a time.

But that’s just a starting point idea.

But I recommend looking at https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/index.html
it might cover your case.