Ok i try once again.
I have state machine in player pawn, that represents locomotion state of that pawn. So walk event is fired when player pawn from standing state goes into walking state.
But i also have animation blueprint that i want to be aware of walk event. Easiest way was to make dispatcher in pawn and hook anim blueprint to it.
However there is also hud widget that i want to be aware of locomotion state (and that walk event).
When i trigger FSM event in player pawn my state machine that is located in player pawn works just fine. But i cannot find a way to change state machines in animation blueprint and hud widget without using dispatchers.
So is there a way to use same FSM event trigger to change state for multiple machines in different blueprints? Because that would be awesome.
I also do not want to use references to those state machines, it is problematic, for eg when i use different animation blueprint classes for different pawns, those references would be different.
I want to avoid all that “cast to”, then check if it is valid then cast to next class etc (or dispatchers for each event i need). With single event that is visible to all state machines i could get clean code.