When a single state holds multiple tasks they will execute concurrently. if we call “Finish Task” in any one of the task it will complete the entire state and start the state transition. This is somehow inflexible as there may be occassions where we want a different behavior.
An example is that we may have a “ConfirmTarget” state and it executes 2 tasks concurrently: “RotateToFaceTarget” and “MoveToTarget”. The ideal solution is to complete the state after both tasks have called FinishTask, not either.
It’d be better if we had more control over this situation. I’m testing this in UE5.3.