The problem with that is each system has slightly different requirements. Scripting state machines vs animation state machines are going to have very different constraints and end-goals.
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For example here is UE3's anim tree[1] editor vs Kismet[2].
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For example here is UE3's anim tree[1] editor vs Kismet[2].
[1] https://docs.unrealengine.com/udk/Three/AnimTreeEditorUserGu...
[2] https://docs.unrealengine.com/udk/Three/KismetUserGuide.html