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State Machines

  • Modular systems in Animation Blueprints defining which animations play and when; correlate to movement states (idle, walk, run, jump). Subgraphs within the Anim Graph connected to Output Pose.
  • Entry point defines default state. States contain their own Anim Graph layer producing a pose. State properties: Entered/Left/Fully Blended State Events (Skeleton Notifies), Always Reset on Entry.
  • Transitions single-direction; need one each way. Conduits: 1-to-many, many-to-1, many-to-many; conduit rules return false by default; Allow Conduit Entry States.
  • State Alias: reduce clutter; enabled states share the alias's transitions and rules; Global Alias includes all (best for finite-duration states like attacks; indefinite ones need extra logic).
  • Max Transitions Per Frame (set 1 to prevent competing decisions); Skip First Update Transition; Reinitialize on Becoming Relevant; Create Notify Meta Data.

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