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Unreal Engine C++ API Reference > Runtime > Engine > Animation > FAnimNode_StateMachine
Syntax
bool bSkipFirstUpdateTransition
Remarks
When the state machine becomes relevant, it is initialized into the Entry state. It then tries to take any valid transitions to possibly end up in a different state on that same frame.
- if true, that new state starts full weight.
- if false, a blend is created between the entry state and that new state. In either case all visited State notifications (Begin/End) will be triggered.