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The FSM Behavior

Each object can have a set of states associated with. the states are determined by a string (case-sensitive)

The behavior has a start state property which will be the state the object is in when it's created.

There are 2 conditions which can be used to run logic each tick while an object is in a specific state

-Compare Current State

-Compare Previous State

There are also 3 Triggers which happen when you transition to a new state

-On State Enter

-On State Exit

-On State Changed

There are 2 expressions which can be used to get the fsm information

-Get CurrentState

-Get PreviousState

* note when an object is created it will not call the (On Enter State). until i can figure out how to do that.