Hi,
first of all, please do not use the system events for your own logic, the FINISH event should never be used inside an action or called programmatically, it's only here to be used as a transition on a state when all action have finished.
I use it in a dirty way, to circumvent a whole state.
This has worked perfectly thus far. That's because I'm lazy to create a new event for this when I know the state is obviously, by its name, doing a verification and potentially other things inside itself if the condition is met/not met.
Typically, I do a verification of some kind at the top of the state, and if the condition is not verified or if it is, it activates FINISHED and avoids all the rest of the state's actions.
However that's a personal thing, only to be done if you really know your FSMs by heart.
On the topic, the action Finish FSM is a nasty piece of ******.
Ok. Right now I can't check what happens, but I know there's a disconnect between the [DISABLED] status and the ticked box relative to the FSM as a component on the game object.
I also observed in 1.8 that I could not reactivate a FSM deactivated that way; iirc, I had to use the
Activate component action in
deactivate mode to make things work properly. I'll have to check that later on, don't take my word on it. I just know I encountered issues on this; both regarding the UI showing what is active or not, and the FSM being somehow locked into a disabled mode with no possibility to reactivate it later on.
Will redo a test quickly later on.