In my use case, I use the PlayCutsceneAdvance from NC_SLATE extension and set this action task to wait until cutscene finished.
And the PlayCutsceneAdvance task is in some FSMState’s action list.
When the cutscene is at a certain length, the PlayCutsceneAdvance’s EndAction(true) will cause latch, and next time the PlayCutsceneAdvance task will be skipped.
Thank you for letting me know that this fix worked for you. Adding the fix will not cause any problems and I will add that in the next version as well. 🙂
Thank you.
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