Transitions
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Not a node as such, but this covers the properties on transitions:


Transition
Priority Order is supported
Bidirectional is unsupported
Blend Logic is unsupported (always assumes a Standard Blend)
Transition Rule Sharing is unsupported
Transition rules themselves are covered below
Automatic Rule Based On Sequence Player In State is supported
Automatic Rule Trigger Time is supported (both nonnegative and negative configurations)
Sync Group Name to Require Valid Markers Rule is unsupported
Blend Settings
Note: Blend settings are always assumed to be a linear transition over 0.2s whenever a state change occurs within the crowd (see CrowdAnimBlueprintCommon::CrossfadeDuration constant)
Events
Notifications
Simple transition rules can be achieved through comparisons on one or more inputs combined with logical operations.
For example, the following kinds of expressions would be supported
AnimVar.IsMoving == 1
AnimVar.HasLowGravity != 0
(Get Relevant Anim Time > 0.4) & (AnimVar.IsJogging == 1)
where the expressions are all of the form [Input] [Comparison] [Constant]. The last case is simply a logical combination of two of these, which also fine.


Anim Var inputs
Anim Var inputs generally supported
As noted here, Boolean variables are all internally represented as float, so care around precision may be needed in comparisons
Timestamp tests on state machine
Get Relevant Anim Time
Get Relevant Anim Time Fraction
Get Relevant Anim Time Remaining
Get Relevant Anim Time Remaining Fraction
Timestamp tests on asset player
Current Time
Current Time (ratio)
Time Remaining
Time Remaining (ratio)
Floating point comparisons: <, <=, =, !=, >=, >
Non-floating point comparisons (e.g. enums), unsupported
In Range node supported on float and integer types
And
Or
Xor
Not
Macros
Struct breaking (e.g. extracting a component from a vector)
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