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

It was about knowledge separation (I assume that a lot more states will be added into both adventure and combat state machines so I’ve tried to minimize dependencies). I think not using submachine at all is better than add-boolean fix.

I’ve just added initial “Idle” state to avoid possible issues in future.

At the end I think I will try delay fix or just leave it as is (simple flat SM) for now.
Thanks a lot for the help!