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I have a Skeleton2D node for my player, the animations are handled by the AnimationPlayer node with a AnimationNodeStateMachinePlayback resource type in a AnimationTree Node, to change animations I use eg:
my_animation_state_machine.travel("run"). now the AnimationPlayer node has a built-in signal called
animation_finished(anim_name) that should trigger when any of the animations are finished playing but when I connect this signal nothing happens what am I doing wrong? is that the way the signal is supposed to be used?