# States and State Machines

## State <a href="#state" id="state"></a>

<figure><img src="/files/LR3hPFYYAF2ku18TpjA3" alt=""><figcaption><p>State Properties</p></figcaption></figure>

#### Supported Properties

* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/check-64px.png" alt="Check Mark" data-size="line"> Graph Node
  * Fully supported
* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/cross-64px.png" alt="Cross Mark" data-size="line"> Animation State
* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/cross-64px.png" alt="Cross Mark" data-size="line"> Events

## State Alias <a href="#state-alias" id="state-alias"></a>

<figure><img src="/files/RFfAkMIXaIh1p0uhfeB0" alt=""><figcaption><p>State Alias Properties</p></figcaption></figure>

#### Supported Properties

* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/check-64px.png" alt="Check Mark" data-size="line"> Graph Node
  * Fully supported
* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/check-64px.png" alt="Check Mark" data-size="line"> State Alias
  * Fully supported

## State Machine <a href="#state-machine" id="state-machine"></a>

<figure><img src="/files/oqvPDFwtLunDHyf0jH3l" alt=""><figcaption><p>State Machine Properties</p></figcaption></figure>

#### Supported Properties

* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/check-64px.png" alt="Check Mark" data-size="line"> Graph Node
  * Fully supported
* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/standard/ef8b0642-7523-4e13-9fd3-01b65648acf6/64x64/26a0.png" alt="warning" data-size="line"> Settings
  * No settings here are directly supported, all of these settings are ignored.
  * In terms of transitions per frame and max transition requests, crowd differs from regular ABP execution since it doesn't enforce limits. *However*, these transitions aren’t quite the same as Unreal’s transitions.
    * With Unreal, if a transition is passed through, it gets played. If we execute 3 transitions in a frame for example, these will all typically get played back, blending from one to the next
    * With crowd, if a transition is passed through, it’ll do nothing.
  * Example: If we transitioned Idle → Walk → Run states in a single frame
    * Unreal would keep these transitions and blends playing back over multiple frames (i.e. idle would be playing, blended with walk. The result of this would be blended with run)
    * Crowd will just skip out walk in the middle, and blend idle with run
* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/cross-64px.png" alt="Cross Mark" data-size="line"> Functions
* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/cross-64px.png" alt="Cross Mark" data-size="line"> Tag

## Conduit <a href="#conduit" id="conduit"></a>

<figure><img src="/files/04NqDYTdeVamsTzVl55I" alt=""><figcaption><p>Conduit Properties</p></figcaption></figure>

#### Supported Properties

* <img src="https://pf-emoji-service--cdn.us-east-1.prod.public.atl-paas.net/atlassian/productivityEmojis/check-64px.png" alt="Check Mark" data-size="line"> Graph Node
  * Fully supported


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