Corgi Engine Melee Attack Animation for original character won't transition

I have been experimenting with the corgi engine for a few months now and have been stuck for a few weeks on getting my “Melee Attack” animations to trigger during gameplay. I have created and used several prefabs provided in the engine ( Retro Corgi, Pixel Corgi, Rectangle ) and have equipped them with the provided weapons as well as creating my own melee weapon models for these characters based on the video tutorials, Documentation and the forum.
I have created a playable character that idles, runs and jumps based on the character abilities of the engine and created parameters that coincide with the “Rectangle” character that is recommended for development and all of those animations and abilities function flawlessly… but my melee attack animation won’t play.

There appears to be only one “condition” necessary to make the animation trigger the way it does in the prefabs “RectangleMeleeAttackStart”. I have tried that parameter as a condition on several models trying to start from scratch. I have also tried using the condition “MeleeAttack” duplicating the parameters and conditions of the “Retro Adventure Corgi” without any success. I have double checked my spelling and
Any help or advice would be greatly appreciated.

I’ve had the same problem, and I’ve tried everything I can think of to no avail. I emailed More Mountains, but no response yet. Did you ever figure it out?

Did you add the Melee Weapon script to the weapon and add that variable “RectangleMeleeAttackStart” to it in the “Start Animation Parameter”?

I’m not sure what happened to you, but you can move the Game Window and Animator Window to make sure both of them will show when you run the game.
Run the game and choose the object who attached the Animator component.
Now you can see a little blue bar appeared in the below of the animation which is now the player using in the Animator Window. And you can check where this animation stuck.
Hope this can help you.