Logic Driver - Easily Design Gameplay Systems with State Machines

Well it’s not meant to replace Animation State Machines at all so please keep using those! Animation State Machines are designed to give you a final animation pose, not execute normal Blueprint logic. So if there’s a non-animation system you have that would benefit from a Finite State Machine, that’s where this would come in. Additionally this is designed to work anywhere, not only on a skeletal mesh.

For example, in a game I’m working on I use them for battle commands:

Hope that helps!