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Godot 4.7.1 - Errors with Grouped and Nested StateMachines

#122406OpenMercuriin 创建于 8 天前
bugtopic:editorconfirmedregressiontopic:animation
M
Mercuriincommented
### Tested versions Tested in 4.7.1 ### System information Windows 11, Godot 4.7.1 ### Issue description **Nested StateMachine using Spritesheets with different Textures/Frame-Layout:** - Reproducable in MRP Scene "nested.tscn". - FROM-animation using spritesheet with 10 frames in root (starting at frame 0) - TO-animation using spritesheet with 100 frames in nested (starting at frame 20) - when transitioning from root -> nested, throws error: `scene/2d/sprite_2d.cpp:299 - Index p_frame = 20 is out of bounds (vframes * hframes = 10).` - both FROM- and TO-animation sets up hframes, vframes and texture at time 0 This worked without issues when not using a Nested StateMachines. Using one however seems to fail to properly initialize that first played animation. **Grouped StateMachine not able to reach End-State:** - Reproducable in MRP Scene "grouped.tscn" - When using a grouped StateMachine, it seems impossible to reach the End-State when the out-transitions Switch Mode from that Grouped StateMachine is set to "At End" - State just before "End" gets stuck with continuous error: `scene/animation/animation_node_state_machine.cpp:1135 - Condition "p_instance.resource != state_machine" is true. Returning: false` ### Steps to reproduce _Steps to Reproduce Nested_ - open attached MRP - open nested.tscn - select AnimationTree - (make sure AnimationTree is set to "Active") - play "10x1_sprites_starts_at_0" in AnimationTree Dock - see errors in Output Dock _Steps to Reproduce Grouped_ - open attached MRP - open grouped.tscn - select AnimationTree - (make sure AnimationTree is set to "Active") - enter Grouped StateMachine within AnimationTree Dock - play "new_animation_3" - see errors in Output Dock ### Minimal reproduction project (MRP) MRP: [StateMachine_Errors.zip](https://github.com/user-attachments/files/31065913/StateMachine_Errors.zip)
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