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Version: Next (dev)

Animation State Machines

The Animation Graph editor has a State Machine node for organizing named states and their pose graphs.

Current implementation

State machine transition export is unfinished in the current engine source. The editor can author states and transition connections, but the asset transformer does not yet build runtime transitions from those connections. Do not rely on authored transitions for gameplay. Use Pose Switch driven by blackboard values for working state selection.

Editor Structure

A State Machine contains State and Any State nodes. A state has a Name and can be designated with Set as Initial State in its context menu. Enter State opens its pose graph; the breadcrumb returns to the containing scope.

A transition connects a state's Exit to another state's Enter. Selecting it exposes BlendDuration and TransitionCondition. Any State represents transitions that can originate from multiple states. These editing controls should not be confused with completed runtime export support.

Working Alternative

For Idle and Walk, sample both clips, connect them to a Pose Switch, and drive In Index with a number from the blackboard: 0 for Idle and 1 for Walk. Set TransitionDuration to the desired cross-fade and connect Out Pose to Pose Result.

For continuously varying locomotion, use a BlendSpace 1D or BlendSpace 2D.