From:
https://forums.unrealengine.com/showthread.php?62528-Using-animation-BP-state-machine-for-implementing-a-combo-system
I’m intending to use an animation BP to describe the states that you can be in for a specific weapon.
This would give me 1 state for each attack with connections describing how you can construct combos.
So far this should look like a tree.
But then comes the tricky part:
from each attack state that is not invincible there would be a transition to a on-take damage state that can happen at any time.
at the end of each finisher attack there would be a transition to a long cooldown state.
and for each attack there would be a transition back to idle (if player did not give any more input).
And now we got some spaghetti madness!
So what i would do if i wrote this in C++, is add a feature of the type, “on event, if state XCur belongs to category, then begin transition to state XArg”
It would be much easier if there was an ability to call something like setState/beginTransitionToState and getStateCategories from a state machine to be able to interrupt it and do things based on “tags”