Animation State Machine Transitions Notifications

Hey there,

You can read about transition events here: https://dev.epicgames.com/documentation/en-us/unreal-engine/transition-rules-in-unreal-engine#transitionproperties. For the most part, they are straightforward. The named event will fire in the anim graph when this transition event happens. They are queued, so if multiple transitions occur on the same frame, they will be added to the queue and then applied, and they are somewhat guaranteed, like you say, except that the interrupt event may break that flow. The Budget Allocator/URO doesn’t affect how the state machine runs; it only affects how the animation is played on the skeletal mesh. That feature is skeletal mesh-related specifically.

That said, you might also consider using the newer state functions to modify information when entering a state. These are becoming a more preferred way of handling transition calculation for some things, but it is very dependent on your use case.[Image Removed]

Do you have a specific case or example that you’re curious about?

Dustin