on_entry and on_exit of default state do not run if a transition occurs on the first tick
Partner Rank: 4
Verification builds: 1.16.200
Regression builds: This has always been an issue
Summary: When an animation controller enters its first state, if a condition for transition is met, it fails to run the on_entry and on_exit statements of the default state.
Impact: Mild annoyance. There is a simple workaround, which is transitioning to an intermediate state (I call mine bedrock_hack), which serves as the de facto default state.
Repro Steps:
- Download and open the attached world. This world makes pigs run an animation controller that transitions between two states when the pig enters/leaves the ground.
- Spawn a pig
- Punch the pig
Expected Results: The pig prints three messages when spawned: one for entering the default state, one for exiting it, and one for entering the new state.
Observed Results: The pig only prints one message when spawned. After punching and landing on the ground, it prints the previously unseen messages.
Screenshots/Videos attached: Yes
2021-05-07, 01:54 AM
2024-03-19, 12:49 AM
2024-03-18, 09:12 PM
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