Not sure if this had been suggested before. If yes, has there been an update?
If not, let me explain. In the animation blueprints, we can create state machines where the animations can transition to states, allowing the animations to transition to the corresponding states.
I see that we can only create 1 state machine for 1 animation blueprint. I was wondering if we could have hierarchical state machines (hierarchical finite state machines, because we don't want to have many hierarchies of state machines) in the animation blueprints. So that we can transition to a different state machine when conditions are met, and play that transitioned state machine's animation to the final animation node, instead of jumbling states and conduits in just one state machine.
So far the state machines documentation articles here, isn't telling us explicitly if we could have hierarchical or multiple state machines together. (There are other issues, but I digress, and will post about it in the documentation feedback forum.)
If not, let me explain. In the animation blueprints, we can create state machines where the animations can transition to states, allowing the animations to transition to the corresponding states.
I see that we can only create 1 state machine for 1 animation blueprint. I was wondering if we could have hierarchical state machines (hierarchical finite state machines, because we don't want to have many hierarchies of state machines) in the animation blueprints. So that we can transition to a different state machine when conditions are met, and play that transitioned state machine's animation to the final animation node, instead of jumbling states and conduits in just one state machine.
So far the state machines documentation articles here, isn't telling us explicitly if we could have hierarchical or multiple state machines together. (There are other issues, but I digress, and will post about it in the documentation feedback forum.)
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