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GC FSM - Event-driven, hierarchical finite state machines in blueprint

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    no problem, thanks for your prompt responses. I think I understand the logic a bit better now and I think I just have a design flaw. (played around with it at 3am )

    I wanted to defer the FSM Event Damage which is triggered by On Hit (of the actor) even when the substate is not active. But that does not really make sense ...
    I will rethink the logic, but will probably come back with a different/more thorough question at a later point

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