OK, I'm not a coder, so the my assesment of exactly when this bug occurs may be off, and this one was trick to isolate,
When my character turns from left to right or vice versa, blendin on the action actuator works beautifully. The first
movement after jumping though, it doesn't seem to do anything (as though it was set to 0). I noticed that blendin not
working seemed to happen consistently after playing some animations and not others (eg walk left -> walk right works,
jump -> walk right doesn't). I *think* the common thread is that the animations that blend properly all seemed to
have 1+ rotation keys on the root, while those that don't have this key don't seem to work. I'm hypothesising that the
problem is that blendin looks for the rotation from the previous actions key on the same channel... doesn't find it
and so skips blendin altogether.
I've attached a simple blend to demonstrate. The left and right keys trigger animations with root rotation keys to make
the arrow face left and right. You'll notice they blendin perfectly. Space plays an action with only scale keys.
***All action actuators use blendin over 9 frames.***
You can see the error if you push space, and then afterwards push left/right in the opposite direction to where the
arrow is facing. It "pops" as though blendin wasn't being used at all.