GC FSM - Event-driven, hierarchical finite state machines in blueprint

Hello gamecentric,

I have an issue when triggering 2 events in the same frame, when the 1st one causes transition to submachine state and the 2nd one should affect state within submachine itself but ignored instead. AFAIU the 2nd event should be processed only after the 1st transition is completed. Here is an extract from the documentation:

Am I missing something in setup? For now I’ve just avoided using submachine.
Thanks in advance!