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

no problem, thanks for your prompt responses. I think I understand the logic a bit better now and I think I just have a design flaw. (played around with it at 3am :))

I wanted to defer the FSM Event Damage which is triggered by On Hit (of the actor) even when the substate is not active. But that does not really make sense …
I will rethink the logic, but will probably come back with a different/more thorough question at a later point :slight_smile: