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

Godot Version

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


My AnimationTree setup is like this:



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



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?


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)

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