Logic Driver - Easily Design Gameplay Systems with State Machines

Hi, I ran into a situation where I need the Entry of SubStateMachine to branch out conditionally. To do that I put an Entry Conduit as below:

The SubStateMachine will exit if no animation is played. Either Slash_UL_L2L and Slash_UR_L2R will trigger their respective animations and kept the SubStateMachine from being exited.

The problem is the transition Entry->Slash_UL_L2L is evaluated 1 frame later after SubStateMachine is entered, at which point this SubStateMachine has already transitioned out.

I noticed that each Transition takes 1 tick to complete, even for a Transition between State-Conduit. Can you make the transition through Conduit nodes happens instantly instead?