Nested AnimationNodeStateMachine can't have path from parent AnimationNodeStateMachine
Thank you for replying. I actually solved by using the ComboAttack as the animation name. Then, I made transitions from the start node to all the three light attacks, and placed conditions to make the path travel from start to the desired attack. So, from Idle, the path goes to ComboAttack, and then the ComboAttack state machine calls the correct animation and end it, making the path back to Idle.
There still some flaws, but it’s due to the logic in my code. At least, I don’t get the errors anymore.