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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Animation > API/Runtime/Engine/Animation/FAnimNode_StateMachine
Syntax
UPROPERTY (EditAnywhere, Category=Settings)
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.