AnimationTree: "There is a mismatch in the number of transitions..."

Godot Version

v4.2.2.stable.mono.official [15073afe3]

Situation

My AnimationTree setup is like this:

image

Where:

  • Root and Knockback are of type Root
  • 01 is type Group.
And inside “01” like this:

image

Question

The point for “Finish” and “WallBounce” is to have two ways to end the loop that travel by script.
But the engine is complaining about something I don’t understand or it’s not making sense. Why is this happening? is there a way to achieve what I want?

Error

W 0:00:07:0208   _set_current: There are two or more transitions to the End of Grouped AnimationNodeStateMachine in AnimationNodeStateMachine: parameters/Knockback/01, which may result in unintended transitions.
  <C++ Source>   scene/animation/animation_node_state_machine.cpp:229 @ _set_current()

E 0:00:07:0208   _set_current: There is a mismatch in the number of end transitions in and out of the Grouped AnimationNodeStateMachine on AnimationNodeStateMachine: parameters/Knockback/01.
  <C++ Source>   scene/animation/animation_node_state_machine.cpp:235 @ _set_current()

It’s a limitation of the system. More info here A Grouped AnimationNodeStateMachine throws warnings and errors but seems to work fine otherwise · Issue #88878 · godotengine/godot · GitHub

What I mean is that regardless of pointing out where to go by script, it keeps complaining and does not do it.

if (collidedWithWall)
    KnockbackPlayback.Travel("01/WallBounce")
else
    KnockbackPlayback.Travel("01/Finish")

Is there really no workaround for this scenario by using the AnimationTree?

Still causes errors even today. Damn. Still works i guess ignore errors?