We're setting up some character behavior using Bolt. It's been great so far but we have one slight organization issue. We are using a utility AI to drive the high-level character state. As a result, when using Bolt, the top-level state machine for the character is a huge mess of transitions because we need to be able to transition from any state to any other state at any time. It's very brittle when adding new states because things can unexpectedly break if we forget a single transition.
We tried to solve this by switching the state macro on the character at runtime but it looks like this isn't supported.
Is there some other way to perform these high-level state transitions that need to all be able to move between each other?
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