I'm having an issue with Animate Float. When I use it outside of a template, the wrap mode I set on my animation curve is read correctly. However, when I use Animate Float inside of a template using RunFSM, the wrap mode is always ClampForever, no matter what I set in my curve.
It's worth noting that this also occurs when I use Animate Float V2, whether it's in a template or not.
I set a breakpoint at line 47 of AnimateFloat.cs, where the "looping" bool is set based on the value of AnimationCurve.postWrapMode. postWrapMode is always equal to ClampForever. Is this a problem with Unity or with Playmaker?
I'm using Playmaker 1.5.4 inside of Unity 3.5.7.