0 votes

I am currently working on a small game and use AnimationTree for my animations.

I have a state machine on level 1 with the state "Move" and "Attack".

The "Attack" state is itself a state machine with BlendSpace2D "1" and "2" as well as a dedicated "Start" and "End" state. From "Start" to 1 to 2 there is always an "AtEnd" transition like this:
enter image description here

The "End" state is reached if "1" or "2" are "AtEnd" with Auto Advance. That is working fine.

I suspected that reaching the "End" state would also mean that an immediate "AtEnd" would be triggered but it does nothing.

Is this intended and if so, what does the End one can define in an AnimationTreeStateMachine mean?

Godot version 3.3.2
in Engine by (185 points)

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