We've got a state that has many steps to it, and they all happen every frame. One of them is a ScreenToWorldPoint, and it stops with an error if one of the inputs is NaN (which makes sense).
We've made a custom IsNan test, which then passes a bool to BoolTest; if the BoolTest returns true (because IsNan is true), then it should fire an event leaving the state, and, we hope, avoiding the ScreenToWorldPoint, which would crash.
However, it seems like we're still crashing with the same error, that the test point is outside the camera frustum. In this case, even if the BoolTest wants to send the event, does PlayMaker still process every action in that state first, before firing the event and making the transition? Or should the event fire immediately, skipping the ScreenToWorldPoint bug? If the latter, that would mean we probably have some other logic problem in our FSM.