sigh
I like the "Maybe jean will have some ideas"
pressure is on now!
Ok. yes, your issue is odd. when I have this problem, I put debug logs right inside the actual actions themselves... not good for all of you that don't know how to script... sorry.
@Red: can you do that? when I am think I am sure an action should be called but is no, I put a breaking next to the line that should be performed, and then I see if this action is called indeed, and if it is, what values it holds truly. You may have conflicting fsms, I see a lot of disabled actions, I never leave any disabled actions in my fsm, never, so that could be a potential issue here.
Also, I would already completly stop everything if using a manual send event or next frame event would not work. Create your own event like "DONE", and don't rely on the built in "FINISH", and don't call "FINISH" manually, refrain from doing so, it's confusing.
also, can you isolate the offensive state? and see how it performs on its own? create a new scene, and have this state only as the start state and form around it the same data setup you have and see how it performs.
the key here is cut down on the potential issues surrounding this state and actions. so the worse scenario is to work on a copy, and take down features one by one, I mean lietterly delete them until the problem disappear and then you know the problem was in your last deletion ( or at least related).
bye,
Jean