When i stop walking Idle animation start immediatily

Hello everyone!
When stop walking my idle animation start immediatily and that is bad to see.
How i can make that animation more “soft”?
In my state machine i don’t have a only “state” (idle/walk/run ecc) because in my game i just wanna add a idle → walk–>sprint system… ( and i add this)…SO someone know how to Fix that animation please?

The transition (arrow) between any two states has a setting called “Duration” in “Blend Settings”. Making that larger will make it take longer to blend between the animations of the two states.

If you want to smooth within a single blend space there is an option in the blend space that is called “Target Weight Interpolation” under “Sample Interpolation”. Making that larger will smooth it out but too much will make it sluggish.

Oh and the “Interpolation Time” setting in the blend space is another smoothing method.

Now when i walk and walk back is really better to see thanks , but when i stop to walk the idle animation it is always immediate!

Best thing is to separate them out. Just have an idle animation state and transition out to the walk when Speed > 0. Even if it wasn’t immediate as you have it now, you will still never have it look right because you won’t be using the animations which transition from idle to walking or from walking to idle. It’s a bit like how you do jumping: jump start, jump loop, and jump end. You have animations that go from walking into stop which look natural (like he’s shifting his weight to stop). To do that you’re going to need a separate idle state anyway so best to go that route now.

Oh really thanks , now i found a stop walking animation , i try to inser it!

I’m sorry if I ask all these questions but I’m new with “Unreal Engine” and programs like this.
I’m trying to make the blue print for stop walk animation, but how I did it when I start the player no longer does the animation of the movement, but it remains “idle”, in your opinion how could I make the blue print?

The speed should already be getting set in the EventGraph. You want to Get the Speed and check that it is “Less than or equal to” 0.01. You can promote that value to a variable and call it “MinimumSpeedToMove”. Then you can use it in other places and you can change it for everywhere at once.