CanTransitionMidPlay
Bool = true When true, which is the default, the transition can pass while the child of the state still plays. When false, it can pass only after the child has ended or has been replaced, or when the state has no child.
One transition out of a StateAnimClipData state. A transition passes when all three of these hold:
TransitionDelaySwitchTime.CanTransitionMidPlay is true.Condition is true, or is not set.The state then plays TargetClipName as a new clip, at speed 1, and stops. The
other properties set how the target starts.
Bool = true When true, which is the default, the transition can pass while the child of the state still plays. When false, it can pass only after the child has ended or has been replaced, or when the state has no child.
A bool driver that must be true for the transition to pass. It is evaluated for the object that owns the graph, and only after the delay and the mid-play test have passed.
Not set: the condition counts as true.
Bool = false Keeps a transition clip that already plays. Same as ConditionBoolClipData.DontStompTransitionClip.
Bool = false When true, a target that does not loop stays on its last frame when it reaches its end, and keeps playing that frame. When false, the target is finished at its end.
Bool = true When true, which is the default, the target starts at its beginning. When false and the child of the state still plays, the target starts at the same fraction of its length as the child had reached.
Bool = false Changes the start position that the target takes from the child. It is read only
when PlayAnimChangeFromBeginning is false. It works like
ConditionBoolClipData.SyncFrameOnChangeAnim: the number of seconds the child has
played is used as the fraction of the target's length.
Hash = "0x0" The clip to play, as a key of AnimationGraphData.mClipDataMap. It is normally
another StateAnimClipData, but it can be any clip of the graph.
The target loops when the mFlags of the state that is left are not 0.
F32 = 0 The minimum time the state must have run before this transition can pass, in seconds. The time counts from the start of the state's child.
Bool = true When true, which is the default, the target cross-fades in with the time from
AnimationGraphData.mBlendDataTable. When false, the target starts with an immediate
cut.