@@ -804,7 +804,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
804804 pi.weight = 0 ;
805805 current_nti = p_state_machine->blend_node (p_state_machine->states [current].node , current, pi, AnimationNode::FILTER_IGNORE, true , true );
806806 // Don't process first node if not necessary, insteads process next node.
807- _transition_to_next_recursive (tree, p_state_machine, p_test_only);
807+ _transition_to_next_recursive (tree, p_state_machine, p_delta, p_test_only);
808808 }
809809
810810 // Check current node existence.
@@ -881,7 +881,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
881881 }
882882
883883 // Find next and see when to transition.
884- bool will_end = _transition_to_next_recursive (tree, p_state_machine, p_test_only) || current == AnimationNodeStateMachine::END_NODE;
884+ bool will_end = _transition_to_next_recursive (tree, p_state_machine, p_delta, p_test_only) || current == AnimationNodeStateMachine::END_NODE;
885885
886886 // Predict remaining time.
887887 if (will_end || ((p_state_machine->get_state_machine_type () == AnimationNodeStateMachine::STATE_MACHINE_TYPE_NESTED) && !p_state_machine->has_transition_from (current))) {
@@ -899,10 +899,11 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
899899 return current_nti;
900900}
901901
902- bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive (AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only) {
902+ bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive (AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, double p_delta, bool p_test_only) {
903903 _reset_request_for_fading_from = false ;
904904
905905 AnimationMixer::PlaybackInfo pi;
906+ pi.delta = p_delta;
906907 NextInfo next;
907908 Vector<StringName> transition_path;
908909 transition_path.push_back (current);
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