Incorrectly plays animation twice

Hello, I am working with anim blueprints and got the problem which I can’t handle.

I am trying to add a hit reaction animation to third-person example project.

Here is my state machine (Locomotion):

I added Hit to it. nothing else.
My idle to hit transition:

My hit to idle transition:

Two notifies:

I added events to transitions and states.
And in my blueprint I printstring all the events:

Now everything works almost fine, except the part where the game for some reason is trying to play the hit animation for the second time. It plays it correctly for the first time and just jerks a little bit for the second time. I logged all the events:

[UE4ASP_HeroTPP_AnimBlueprint_C_1] Hit
[UE4ASP_HeroTPP_AnimBlueprint_C_1] Enter State
[UE4ASP_HeroTPP_AnimBlueprint_C_1] Start Transition
[UE4ASP_HeroTPP_AnimBlueprint_C_1] Hit Start Anim
[UE4ASP_HeroTPP_AnimBlueprint_C_1] End Transition
[UE4ASP_HeroTPP_AnimBlueprint_C_1] Fully Blended
[UE4ASP_HeroTPP_AnimBlueprint_C_1] Hit End Anim
[UE4ASP_HeroTPP_AnimBlueprint_C_1] Left State
[UE4ASP_HeroTPP_AnimBlueprint_C_1] Hit Start Anim

The last message (Hit Start Anim) is the print message when a notify fires when the animation starts.

A side question: why can’t I drag the notify (Hit End) to the last frame? It stuck in the middle of the timeline.

For the animation playing a second time make sure that inside the Hit state it’s not set to looping, the fact that it prints the start notify but not the end one makes me think that the blend from hit to normal animation is long enough that it starts looping. It can also be fixed by reducing the blend time but you don’t want your hit animation to loop anyway.

Not sure about the side question, you should be able to do it. Usually when I get a bug with the editor UI I just close the asset and open it again then it works but I’ve never had a notify that I can’t move.

1 Like

Thanks! That was my problem.
As for the other issue - I can move the notify only to the left. If I want to move it to the right - it does now allow me. I noticed that in other animations too.