Long time owner, short time user question so I may be missing something simple.
I have a mob AI FSM that simply plays an idle then at a random interval jumps to a animation picking state to play simple idle adds like scratch, look around etc. then when animation done it jumps to a third state that sets a random rotation value and then jumps to either a right or left rotate state. Lastly when itween rotation done it flows back into the main idle state.
I intend to have sensory FSM triggers send events back to this MainBrain FSM when player is spotted via raycast, or enters a proximity trigger, etc.
My question/concern: Is there a way to break out of the active idle states system and jump to movement/targetting states when these event transitions arrive or will I need to store them in variables and check those upon arriving back at idle to start reactions to the external input? I could do this with minimal delay since the idle system runs fairly quick but it would only work well for dumb mobs...