godotengine / godotengine/godot
Seeking by the DiscreteCarry transition in BlendSpace takes precedence over seeking using other chained AnimationNodes
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- C++
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Description
### Tested versions
- Produced in v4.5.1 (sorry upgraded so don't have the commit hash)
- Reproducible in v4.6.stable.official [89cea1439]
### System information
Mac OS 26.2 Tahoe
### Issue description
Travelling a animationTree with a state machine with (capture) blendspace nodes skips animation nodes if the blend parameters change at the same time as the travel happens.
I ran in to this when trying to change a character sprites direction and travel from its stand to walk animation at the same time.
### Steps to reproduce
- Create a Sprite2D, AnimationPlayer, and AnimationTree
- Create a StateMachine in the AnimationTree, Blendspace nodes, and transitions between them
- Set up a transition where you travel from one node to the other, and simultaneously change the parameter of the blend space
(or, see the reproduction project).
Note that the animations do not run properly -- in the reproduction project, notice that the lengthen and shorten animations often don't run when the direction changes.
### Minimal reproduction project (MRP)
[Reproduce.zip](https://github.com/user-attachments/files/25193704/Reproduce.zip)
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