Animation Transition based on time

Hi, Im trying trying to join the animations of a cannon based on time, this what I got, but doesnt work
This is my event graph of the animation blueprint, idleToLoad variable value is 3 , so when the delta time of event blueprint update animation is equal to three it should set the itistime variable to true.

262844-tre1.png

And this is the transition

262845-tre2.png

What I am doing wrong?

Some things are “wrong” in your blueprint :

DeltaTime will “always” be 0.033 and 0.0166 ( if your game run between 30 and 60 fps )

So for that you need to make a new variable (let say “totalTime” and on tick do GetTotalTime+Deltatime => SetTotalTime

then don’t use == because it will ben only true at Exact time ( 2.99 or 3.01 are not equals to 3 ) so you should use “>=”

Also don’t forget to link the execution pins ( from Update node to branch/if node )

If you want to do a transition at the end of previous animation, use a state machine, it work very well in that kind of cases :Overview of State Machines | Unreal Engine Documentation

if you have more questions, feel free to ask !

Thanks, what do you mean when you say “on tick do GetTotalTime+Deltatime”?

Something like that !