Using animation BP state machine for implementing a combo system

Hi , this looks very interesting. Big fan of State Machines and Behavior Trees. Worked with Behavior Trees in UDK Kismet. Curious about the Logic in your Transitions Rules. Are you implementing Behavior Tree logic for Selectors, Sequencers, Parallel, Decorator in them?

https://docs.unrealengine.com/latest/images/Engine/Animation/StateMachines/CreatingStateMachines/NewTransitionRule.jpg