Originally posted by BrUnO XaVIeR
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As a heads up or for anyone reading over this, the code you provided here wasn't resetting the state time, and I don't need to replicate that since the state itself is being replicated so:
Code:
void UStateMachineComponent::OnREP_StateID_Implementation(uint8 &ID) { ID = StateID; FSM_Transition Transition = FSM_Transition::Succeeded; Exit(PreviousStateID, ID, Transition, InExit); Enter(ID, InBegin); StateTime = 0.f; if (Transition != FSM_Transition::Succeeded) { LOG_PIE(Debug, ESeverity::Warning, this, FFIND(TEXT("OnREP_StateID")), FString("[OnREP_StateID]: Exiting 'PreviousStateID' was aborted.")); } }
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