If I search for “UE4 state machine” I get buried in information about the animation state machine, but basically nothing about the game logic side driving it. I’ve watched the official tutorial video on the animation state machine, but the example they use (basically building the PawnAnimationBlueprint) is TOO simplistic.
I’m making a hockey game, so I was thinking of using a state machine to govern when you are allowed to do different actions. It wouldn’t make sense to be able to body check and poke check at the same time, for example. Setting up the animation state machine to handle the animations seems pretty obvious, but as far as I can tell, there’s no way to use one state machine to handle both animation and game logic. It looks like they want you to make a duplicate state machine and then try to keep them in sync. Is there something I’m missing here?