I am trying to use animation subgraphs to reduce the complexity of my animation graph that is getting large on account of the animation variety associated with different weapon sets. It appears to function fine and got the result I wanted of isolating each weapon within its own subgraph, and having the top level animation blueprint basically do a switch on the currently held weapon type.
Unfortunately what I also found is that it looks like animation graph debugging does not function for subgraphs, where it shows the active blend paths through the graph.
Seen in this screenshot, I am in play mode and I have the debug filter set to the subgraph of the player character, but yet none of the debug path highlighting works in the view below.
This is despite the main graph clearly utilizing it
Is this a known issue? Is there a way to get this to work?