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.