UFSM: Finite State Machine

Yes, before this I would have to store these decisions in the blueprint using common variables, like boolean or enums; that works, but after a while the Character blueprint becomes a mess with a ton of variables and the graph also grows like spaghetti.
Now I’m using State Machines for everything when programming Blueprint graphs. My variables in the character blueprint are State Machines only now and every time something is not working, is easy to pick which FSM the issue is and work on it without affect other elements of the character blueprint and without fear that I may be breaking something else…
This is for me personally the best decision I’ve made this year, I’m very very happy with the results so far for switching to State Machine based systems in my Blueprints!