I have a state machine inside my Animation Blueprint that controls how my character moves. Everything was working fine until I had about 15 states, and after that the state machine begins to ignore my state transitions. I even tried removing conditions and setting the state transition to true by default, and it still does not enter the new state.
I tried separating out some of my states into a state machine that is nested inside the aforementioned state machine. The old states work, but the new ones still didn’t.
After that, I tried removing all the recently added states from the primary state machine.
I added a JumpStart state that transitions from idle, that worked. As soon as I added a JumpLand State that transitions back to Idle, the transition from Idle to JumpStart stopped working. Does anyone know how to fix this problem? It seems like my animation blueprint is extremely broken.
This is my state machine:
In the image above, I have set the transition from IdleLanding to Idle, to always be false, that is the only way the transition from Idle to IdleJump will continue to work.
This is the transition from Idle to IdleJump. In every picture of the state machine, IsJumping is always set to true.
The purpose of IsJumping is to detect when the player has pressed the jump button.
In the next image of the state machine, this is the transition for IdleLanding to Idle. It is set to always true.
Now, if I set that same transition (IdleLanding to Idle) to always be true (or any Boolean expression), the transition from Idle to IdleJump breaks. That is a totally separate transition.
I should also note that if I restart the editor, and then compile the animation blueprint, this works fine. As soon as I make any changes though, it breaks again until I restart.
Let me know if more info is needed, and thanks for reading.