If you have a state tree that has a linked state tree in it. When the linked state tree gets a state tree event, even without consuming it, if that tree falls back to the main tree, that event is no longer relevant.
For example, (in uploaded file). Starter top-down content. Level blueprint has a keypress of G to send an event to the state tree of the test pawn. (Cube) The example below is just to ping-pong back and forth between the start state on the root and the waiting state on the linked asset.
Main State Tree is
Root - Goes to linked on event (just to start the process)
- Start - Requires event to enter, consumes event on enter, goes to linked tree on next button press event.
- Linked - When state ends, go to start.
Linked has
Linked Root - Falls to child state
- Wait for keypress - Waits for the keypress event and finishes the tree. Does not consume the event.
When you press the button while in “Wait for Keypress”, the linked state finishes and tries to go to the Start State, but the start state fails the enter requirements because the event is not there. Even though nothing in the linked tree consumed the event.
Is this intentional or a bug?