State Machine C++

I’ve been scouring the net and forums for information on handling animation state machines in C++, but there doesn’t seem to be good documentation anywhere. All I can find are hack solutions. I can put one together but I was hoping for an official solution if there is one.

I know State Tree is a thing, but that feels equally hacky and it’s just another visual scripting layer. But it does get around blueprint hell.

It just seems odd that Epic would force a Blueprint spaghetti only solution. But then again, considering the new input system, maybe not :thinking: