Neat, efficient way to structure multiple state machines?


I’m considering doing a bit of a re-structure in my character’s animation blueprint and I was interested in hearing how some of you handle multiple state machines for different character stances and weapons. Currently, I have a different state machine for each type of weapon, and within each, I have almost the same states. It feels like that is the harder/more annoying way to do it maintenance wise. I’m considering instead having state machines for each of my player stances (standing, crouching, prone, falling, hanging, etc.) with blends within each for the different weapon types the character can equip. Is that a pretty good approach, or are there other creative organization strategies anyone is willing to share? I just have a full humanoid skeleton (not currently going with the split arms/legs strategy, though i see myself going that way in the future).