Aaaah, okay. Thank you!
I've been mulling it over and I'm wondering if the reason it's showing up with the breakpoint could be because when the breakpoint is called, it's giving the actions some more breathing room before the next one fires off? I mean, since this system I have set up relies on successfully fetching an object from a game object variable I have to clear it at the start of the next step... So, when the action isn't hosting a breakpoint the "set FSM" is able to complete it's task before continuing to the next state?
I'm going to keep working on this one though just in case but if you see anything in the file I've sent you the link for be sure to let me know!
Thanks!