It also happens to me in all the projects that have a falling action when the ground is not touched after applying the patch. You try to walk and start reproducing the falling animation, and then the waiting animation, as if for a moment it does not detect the ground collision when you are about to fence at the edge of the tile. I don’t know how they didn’t give this much unless they do the tests with projects that do not use that condition, which I don’t see as logical in an engine where one of its main uses is for side platform games.
After trying various approaches, I suspect the bug mentioned above is caused by a separate issue I’ve posted about: “After applying the 1.0.18 patch, the AnimationPlayer ignores the configured keyframes, causing the wall collision size or position to change unexpectedly.”
Since the wall collision is being overwritten unexpectedly, I believe state transitions via state links are becoming unstable.