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The character renderer auto-switches finished one-shot animations to STAND. MountFSM's jump/rear-up completion check only polled the current timeline, so once the renderer swapped the mount to STAND the check read a fresh STAND timeline, never reported completion, and the action state stuck — leaving the horse gliding in a stand pose after jumping. Track the animation each action requested and treat the instance playing anything else as completion, matching the existing fidget logic.