Quick answer: Increase the transition’s Duration, enable Bind Blend Out To Animation on the source state, or use a Notify near the source clip’s end to gate the transition. Animation plays through to completion.

A 1.2s hit reaction animation gets cut at 0.4s when the player resumes input. The transition rule fired the moment input was held, blending out the reaction.

The Symptom

Reaction or one-shot animation visibly clips. Smooth blend but starts too early. Often noticeable on hit reactions, dodges, or attack recovery.

The Fix

Bind Blend Out To Animation. On the source state (HitReaction state in the State Machine), set:

State Properties:
  Bind Blend Out To Animation:  true

The blend-out timer doesn’t start until the source animation has finished. Transitions wait their turn.

Or longer Duration. On the transition arrow, set Duration = (source clip remaining time at trigger). For a 1.2s clip with rule firing at 0.4s, Duration = 0.8s plus a small overlap.

Or Notify-driven transition. Add a Notify at the end of the source clip. The transition rule includes “Notify Received: HitReactionDone.” Until the notify fires, the rule is false.

Verifying

Trigger the reaction. Watch in Persona’s State Machine viewer with PIE running. State should stay active for the full clip duration before blending. If still clipped, inspect rule conditions and binding.

“Bind Blend Out. Or longer Duration. Or Notify gate. Animation plays out.”

Related Issues

For AnimBP state machine, see state machine. For AnimNotifyState in BlendSpace, see notify in blend.

Bind blend out. Reactions finish.