BUG: maximum number of State Machine connections?
Using UE 4.7.2
I have a very complex AnimGraph State Machine, which controls all sorts of stuff.
I was messing around making new connections today and noticed that, when I did, I was able to break other connections entirely by accident.
Here's what I eventually did: I had everything working as expected. I made a new connection between two states, and I set the transition rule to False (i.e., the State Machine should NEVER be able to take this transition), and other transitions in the State Machine started to break; events weren't firing like they should, transitions were getting interrupted, etc.
Now, correct me if I'm mistaken, but a State Transition with a rule of False should be EXACTLY the same as no transition rule existing. As long as the new transition has a rule of False, why should the behavior change AT ALL?
What's even stranger is that the desired behavior will eventually work... sometimes. But it's not reliable. And once I delete this blank connection, everything returns to normal.
Where this gets even weirder: the transition rule itself isn't on the State that it breaks! The State whose behavior begins doing unexpected things is not the one I'm creating this blank connection on, it's a completely different state. It's like the number of connections from this one state has gotten so high that the engine itself just throws its hands up, says "I'm not managing all of that", and starts ignoring other state transitions it's supposed to take.
asked Mar 08 '15 at 11:21 PM in Bug Reports
Using your files and following your concise instructions, I was able to reproduce your issue and have reported the issue as a bug in the following report JIRA [UE-11958]. Should this be addressed in a future build, an update will be added to this post.
Meanwhile, you may be able to split the logic between two "Dodge" States (ie. Dodge1 and Dodge2) with around 5 connections each.
Thanks for your detailed report of the issue.
answered Mar 16 '15 at 08:41 PM
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