Nice that's an interesting fix to apply.
Curious if I'm doing things wrong now though.. this is really only affecting my chain attacks.
If the player gets hit during an attack then I of course do not want to play the attack hit box, so the event threshold definitely should not be the fix here.
Attack 1 begins, frame 30 of 35 is a hitbox event i dispatch.
Player queues Attack 2 so the controller sees this and 85% into the animation (the part im curious is wrong) calls SetAnimation for Attack2. I tried waiting for 95% into animation but it snaps to Attack 2 instead of mixes even though my default mix is .2f
This requires me to put all events < 85% into any animation or they will never fire no matter what... not sure why this isn't a problem for anyone else. Do people wait for an animation to play through 100% before transitioning to another attack? I don't know how without it snapping to the new anim if so.