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State-Machines Performance

I would like to know how do State Machines handle the transition logics.
Do the currently active state checks for all the conditions of each transition possibility each frame?

If that's true, is there a better way to transit between animations, which would be triggered by "signals" or events, rather than per-frame logics?

Product Version: UE 4.18
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asked Mar 30 '18 at 02:24 PM in Blueprint Scripting

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Check Stat Game and other Stat commands in console, also you can find all timing stats that UE4 meassure in profiler so you can study whatever you want


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answered Mar 30 '18 at 03:42 PM

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avatar image Arty-McLabin Mar 30 '18 at 09:45 PM

thanks, i will check that up when ill be able to and report back.

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