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A forum post by theshepanator

I haven't experienced the thing you talk about, but a workaround could be to put all your animation timelines inside a microchip, and then have that microchip turned on by a 0.5s timer. (programmers LOVE this kind of solution ?)

That way none of your animation logic will run until 0.5s after the character spawns, but after that it should work exactly as before.

If you still get the bug it means there's something wrong further upstream, inside your animation/attack logic. follow the signal from button press to timeline to find the culprit.

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