Ok, here's what i've done since i am using pooling. When the enemy dies, it disables all attached components, then sends an event to the special FSM (i called it "behaviour enabler") on itself which is used only to deactivate all the rest remaining enabled FSM's before despawning. All of them are set to "reset on disable". When the object appears again, only active FSM is behaviour enabler which restarts the rest of the FSM's.
But, same thing happens again, FSM's show that they have already been through some states.
For example this one. It's on an enemy that is alive, but it says it had already been through despawn state. Shouldn't it all be 0 if the FSM is disabled then enabled with reset on disable?
It must be something wrong with that, otherwise all of these would be wrong or good.
Obviously, only the reactivated clones are making a problem. I even tried this from this topic (
https://hutonggames.com/playmakerforum/index.php?topic=16358.0), copy everything to new FSM, but nothing.