The path generated when using [method AnimationNodeStateMachinePlayback.travel] is limited to the nodes connected by [AnimationNodeStateMachineTransition].
You can set the timing and conditions of the transition in detail.
Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the [AnimationTree] that can be controlled from code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code]Using AnimationTree[/url]). For example, if [member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] is set to [code]"idle"[/code]:
Use an expression as a condition for state machine transitions. It is possible to create complex animation advance conditions for switching between states and gives much greater flexibility for creating complex state machines by directly interfacing with the script code.
Determines whether the transition should be disabled, enabled when using [method AnimationNodeStateMachinePlayback.travel], or traversed automatically if the [member advance_condition] and [member advance_expression] checks are [code]true[/code] (if assigned).
Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is set to [constant ADVANCE_MODE_AUTO].
[b]Note:[/b] [AnimationNodeStateMachine] transitions the current state immediately after the start of the fading. The precise remaining time can only be inferred from the main animation. When [AnimationNodeOutput] is considered as the most upstream, so the [member xfade_time] is not scaled depending on the downstream delta. See also [member AnimationNodeOneShot.fadeout_time].