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state-trees

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Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). Use when the user asks to build a StateTree, add states/tasks/transitions, bind task properties, set up Utility AI considerations, or wire StateTree delegate transitions.

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🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "ai-and-navigation"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

StateTree Skill

StateTree is Unreal Engine's hierarchical state machine system for AI behavior and game logic. This skill covers creating and editing StateTree assets via unreal.StateTreeService.

⚠️ StateTree Blueprint Tasks Require the Blueprints Skill

StateTree Tasks prefixed STT_ (e.g. STT_Rotate, STT_Move) are Blueprint assets. They are edited with BlueprintService, not StateTreeService.

Always load the blueprints skill when the user asks to:

  • Add or edit variables on an STT task
  • Override functions (GetDescription, ReceiveLatentTick, ReceiveLatentEnterState, etc.)
  • Add Blueprint nodes or connect pins inside an STT task graph
  • Inspect or modify STT task logic

Also load the blueprint-graphs skill when the task involves node wiring, timers, custom events, pin names, or EventGraph layout inside an STT_* Blueprint.

StateTreeService  → edits the StateTree ASSET (states, tasks list, transitions, parameters)
BlueprintService  → edits the STT Blueprint CONTENT (variables, function graphs, node wiring)

Load the blueprints skill (via the engine AgentSkillToolset — GetSkills, see the vibeue skill) before writing any code that touches an STT_* Blueprint's internals.

If the request mentions timers, delayed completion, event callbacks, or screenshots of Blueprint graphs, also load the blueprint-graphs skill:

call_tool(toolset="ToolsetRegistry.AgentSkillToolset", tool="GetSkills", args={"skills": ["blueprint-graphs"]})

⚠️ STT Graph Editing Rules

When editing STT_* Blueprint task graphs:

  1. Use override_function() for StateTree task events like ReceiveLatentEnterState.
  2. Find the created event node by its graph title such as Event EnterState, not by the raw function name.
  3. For node wiring, timer callbacks, and custom events, follow the detailed workflow in the blueprint-graphs skill.
  4. For non-blocking waits, prefer Set Timer by Event, not Delay.
  5. If the requested callback is a custom event, the callback must exist as a real Custom Event node in EventGraph, not as a Create Event delegate node plus a separate function graph.
  6. Use FinishTask with pin name bSucceeded.
  7. After wiring, always inspect get_nodes_in_graph(), get_connections(), and compile_blueprint(...).success before claiming success.
  8. For complex graphs, create and verify one node at a time before creating the next node.
  9. If any node-create step fails, stop, audit the graph, clean up orphaned nodes with delete_node() / disconnect_pin(), and only then retry.

STT Strict Graph Build Mode

For STT_* task graphs built from screenshots or multi-node requests, use this execution order:

  1. Create one node.
  2. Confirm its GUID exists in a fresh get_nodes_in_graph() result.
  3. Inspect its pins with get_node_pins().
  4. Only then create the next node.
  5. After all nodes are proven present, connect one wire at a time and verify each new edge appears in get_connections().

Do not batch unresolved function-call nodes into a single tool call. If the graph depends on nodes such as Get Actor Location, Set Actor Location, or VInterp To, discover the exact node first through the Blueprint graph workflow instead of guessing the underlying function name.

STT Completion Contract

For STT_* graph edits, do not report success until the output explicitly shows:

  1. Event EnterState exists.
  2. Set Timer by Event exists.
  3. The callback event node exists in a fresh node listing and is the requested node type.
  4. The expected execution and delegate connections exist.
  5. Finish Task.bSucceeded is set correctly.
  6. Compile succeeds.

If compile succeeds but any of the checks above fail, the graph is still wrong. If compile succeeds but some required node IDs were empty during creation, the graph is still wrong.

Key Concepts

ConceptDescription
StateTree AssetThe .uasset file containing the tree definition
Subtree / Root StateTop-level state (usually named "Root") — created with empty parent_path
StateA node in the tree; can have tasks, enter conditions, transitions, and child states
TaskLogic that runs while a state is active. Can be a C++ struct (FStateTreeDelayTask) or a Blueprint asset (STT_MyTask)
Blueprint TaskAn STT_* Blueprint asset extending StateTreeTaskBlueprintBase — edited with BlueprintService
EvaluatorGlobal computation that runs every tick; provides data to all states
Global TaskTask that runs as long as the StateTree is active
TransitionRule that moves execution from one state to another
CompileConverts editor data to runtime format — required after any structural change

State Paths

States are addressed with /-separated paths starting from the subtree name:

Root                → top-level subtree
Root/Walking        → child of Root named Walking
Root/Walking/Idle   → child of Walking named Idle

⚠️ Common Mistakes

WRONGCORRECT
create_state_tree(...) returns False and you retry other paths/foldersThe path is rarely the problem — the schema is. Default StateTreeComponentSchema requires the GameplayStateTree plugin. Call list_state_tree_schemas() and pass an available schema explicitly
Creating StateTrees via AssetTools + unreal.StateTreeFactoryFails from Python (Cannot nativize 'StateTreeFactory'… / returns None) — use StateTreeService.create_state_tree()
info.name on StateTreeInfoinfo.asset_name (also: asset_path, schema_class, all_states, is_compiled)
transition.event_tagtransition.required_event_tag (StateTreeTransitionInfo)
transition.target_statetransition.target_state_name (display) or target_state_path (GotoState only)

Workflow

import unreal

# 1. Create the asset
created = unreal.StateTreeService.create_state_tree("/Game/AI/MyBehavior")
if not created:
    # Most common cause: the schema doesn't exist in this project. The default
    # "StateTreeComponentSchema" comes from the GameplayStateTree plugin — projects
    # without it must pass one of the schemas actually available:
    print(unreal.StateTreeService.list_state_tree_schemas())
    # then: create_state_tree("/Game/AI/MyBehavior", schema_class_name="<one of those>")

# 2. Build hierarchy (empty parent_path = new top-level subtree)
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "", "Root")
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "Root", "Idle")
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "Root", "Walking")
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "Root", "Attacking")

# 3. Add tasks
unreal.StateTreeService.add_task("/Game/AI/MyBehavior", "Root/Idle", "FStateTreeDelayTask")

# 4. Add transitions
unreal.StateTreeService.add_transition(
    "/Game/AI/MyBehavior", "Root/Idle",
    "OnStateCompleted", "GotoState", "Root/Walking")

unreal.StateTreeService.add_transition(
    "/Game/AI/MyBehavior", "Root/Walking",
    "OnStateCompleted", "Succeeded")

# 5. Compile — always required after changes
result = unreal.StateTreeService.compile_state_tree("/Game/AI/MyBehavior")
if not result.success:
    print("Errors:", result.errors)

# 6. Save
unreal.StateTreeService.save_state_tree("/Game/AI/MyBehavior")

# 7. Select the last state you modified so the user can see it
#    (open the asset first via the engine AssetTools toolset:
#     call_tool(toolset="AssetTools", tool="OpenAsset", args={"asset_path": "/Game/AI/MyBehavior"}))
unreal.StateTreeService.set_state_expanded("/Game/AI/MyBehavior", "Root", True)
unreal.StateTreeService.select_state("/Game/AI/MyBehavior", "Root/Walking")  # select whichever state you just edited

Sub-docs available

This skill's larger reference material has been split into sibling files. Load them via the engine AgentSkillToolset (GetSkills with ["state-trees/<name>"], see the vibeue skill) when you need the detail:

  • api-reference — StateTreeService API for asset/state discovery, asset creation, state management (add, type, move, remove, enable, select), and per-state tasks (add, inspect, set property — including the deterministic property pattern and FStateTreeDebugTextTask notes).
  • api-bindings — Evaluators & global tasks (add, inspect, bind), transitions (all triggers/types/priorities plus the full OnDelegate workflow), compile & save, setting the context actor class, property bindings (task → context / root parameter / global task / evaluator), assigning a StateTree to a StateTreeComponent (use StateTreeRef not StateTree), theme colors, expand/collapse, and the "service first vs execute_python_code" guidance.
  • event-payloads — Sending a StateTree event with a struct payload from a Blueprint: the Make <FMyStruct> → Make Instanced Struct → Make State Tree Event → Send State Tree Event chain, build_graph pattern, pin names to verify, and common mistakes.
  • changelog — Phase 1 & 2 new methods: state properties (set_selection_behavior, rename_state, set_state_tag, set_state_weight, set_task_considered_for_completion), root parameters (get_root_parameters, add_or_update_root_parameter, remove/rename_root_parameter), per-instance overrides on placed actors (get_component_state_tree_path, set_component_parameter_override), transition editing (update_transition, move_transition), extended task management (remove_task, move_task, set_task_enabled), Utility AI considerations (Constant, FloatInput, EnumInput — add/inspect/set/bind), conditions (enter & transition — add/remove/operand/set/bind), and extended evaluator/global task management.
  • blueprint-tasks — Creating & editing STT_* StateTree Blueprint Tasks: discovery workflow for the parent class, create_blueprint usage, correct event functions (ReceiveLatentTick, ReceiveLatentEnterState, ReceiveExitState, ReceiveStateCompleted), finding the registered _C task type name after creation, and the extended fields available on FStateTreeInfo / FStateTreeStateInfo / FStateTreeNodeInfo / FStateTreeTransitionInfo.

COMMON_MISTAKES

⚠️ "Color" Means Theme Color, Not Materials

When a user asks to rename, change, or list "colors" on a StateTree, they mean theme colors — the editor-only color labels in the StateTree's global color table. Do NOT load the materials skill or look for material parameters. Use get_theme_colors, set_state_theme_color, and rename_theme_color.

⚠️ Blueprint Global Tasks — Use Name/Path, Not Wrapper Type

add_global_task supports Blueprint tasks by name, asset path, or _C generated class — the same forms as add_evaluator. Do NOT pass "StateTreeBlueprintTaskWrapper" directly; that's an internal struct name and won't resolve to the correct Blueprint class.

# WRONG — passes the raw wrapper type; the specific Blueprint class won't be set
unreal.StateTreeService.add_global_task(st_path, "StateTreeBlueprintTaskWrapper")

# CORRECT — any of these forms work
unreal.StateTreeService.add_global_task(st_path, "STT_PatrolManagement")
unreal.StateTreeService.add_global_task(st_path, "STT_PatrolManagement_C")
unreal.StateTreeService.add_global_task(st_path, "/Game/StateTree/Tasks/STT_PatrolManagement")

When inspecting or binding, use the task's display name as it appears in get_state_tree_info().global_tasks[N].name (e.g. "STT PatrolManagement" — no underscore, no _C).

⚠️ Blueprint Task Struct Name in get_task_property_names / bind_task_property_to_context

Blueprint tasks are stored internally as StateTreeBlueprintTaskWrapper. When calling get_task_property_names, bind_task_property_to_context, set_task_property_value, or any other task API, you can use any of these names — they all resolve to the same node:

  • "STT_Rotate_C" — the Blueprint generated class name
  • "STT_Rotate" — the Blueprint name without _C suffix
  • "STT Rotate" — the display name shown in the editor
  • "StateTreeBlueprintTaskWrapper" — the raw struct type

get_state_tree_info() shows tasks as "STT Rotate (StateTreeBlueprintTaskWrapper)" — use either the name part or the struct_type part.

⚠️ Binding Fails When Context Actor Class Is Not Set

bind_task_property_to_context returns False when the StateTree has no context actor class. The error message will say "Context 'Actor' not found — this StateTree has NO context actor class set."

Diagnosis: Call get_state_tree_info() and check context_actor_class. If it's empty, no context bindings can work.

Fix: Call set_context_actor_class() with the appropriate Blueprint actor path BEFORE binding.

# WRONG — binding with no context actor class set (will always fail)
unreal.StateTreeService.bind_task_property_to_context(st_path, "Root", "STT_Rotate_C", "Cube", "Actor", "")

# CORRECT — set context first, then bind
info = unreal.StateTreeService.get_state_tree_info(st_path)
if not info.context_actor_class:
    unreal.StateTreeService.set_context_actor_class(st_path, "/Game/Blueprints/BP_Cube")
unreal.StateTreeService.bind_task_property_to_context(st_path, "Root", "STT_Rotate_C", "Cube", "Actor", "")

⚠️ Forgetting to Compile

Every structural change (add state, add task, add transition) requires recompilation. Always call compile_state_tree() before save_state_tree().

# WRONG — changes not compiled
unreal.StateTreeService.add_state(path, "Root", "MyState")
unreal.StateTreeService.save_state_tree(path)  # saves uncompiled tree

# CORRECT
unreal.StateTreeService.add_state(path, "Root", "MyState")
result = unreal.StateTreeService.compile_state_tree(path)
if result.success:
    unreal.StateTreeService.save_state_tree(path)

⚠️ Root State Must Be Created First

You cannot add child states before creating the root subtree.

# WRONG — Root doesn't exist yet
unreal.StateTreeService.add_state(path, "Root", "Idle")

# CORRECT
unreal.StateTreeService.add_state(path, "", "Root")   # create Root first
unreal.StateTreeService.add_state(path, "Root", "Idle")

⚠️ Empty parentPath Creates a New Subtree

Passing an empty parent_path always creates a new top-level subtree, not a child of Root.

# Creates a second top-level subtree named "Idle" (NOT under Root)
unreal.StateTreeService.add_state(path, "", "Idle")   # ← wrong

# Add Idle under Root
unreal.StateTreeService.add_state(path, "Root", "Idle")  # ← correct

⚠️ GotoState Requires targetPath

Transition type "GotoState" requires a valid target_path. Other types do not.

# WRONG — missing target for GotoState
unreal.StateTreeService.add_transition(path, "Root/Idle", "OnStateCompleted", "GotoState")

# CORRECT
unreal.StateTreeService.add_transition(path, "Root/Idle", "OnStateCompleted", "GotoState", "Root/Walking")

⚠️ NEVER Use remove_state + add_state to "Move" a State

This is destructive and can silently drop the original state's identity and editor data.

When asked to move a StateTree state under a different parent, always use move_state. move_state reparents the existing UStateTreeState in-place, preserving its children, tasks, transitions, bindings, and per-state metadata.

remove_state followed by add_state creates a different state object. Any data attached to the original state can be lost or detached from the new copy.

# WRONG — destroys the original state object and recreates a lookalike
unreal.StateTreeService.remove_state(path, "Root/Idle")
unreal.StateTreeService.add_state(path, "Root/Peaceful", "Idle")

# CORRECT — reparent the existing state in-place
unreal.StateTreeService.move_state(path, "Root/Idle", "Root/Peaceful")

If move_state fails, stop and inspect the tree state. Do NOT fall back to remove+add as a workaround.

⚠️ NEVER Use remove_transition + add_transition to "Update" a Transition

This is destructive and silently deletes all conditions on the transition.

When asked to change a transition's target, trigger, or type, always use update_transition. update_transition edits the existing FStateTreeTransition in-place — all conditions are preserved.

remove_transition followed by add_transition creates a fresh transition with no conditions. Any StateTreeObjectIsValidCondition or other conditions that were wired up will be permanently lost.

# WRONG — destroys all conditions on the transition
unreal.StateTreeService.remove_transition(path, "Root", 0)
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Chasing")

# CORRECT — update in-place, conditions are preserved
unreal.StateTreeService.update_transition(path, "Root", 0, target_path="Root/Chasing")

If update_transition returns True but the change doesn't appear in get_state_tree_info:

  • Compile and check again — the in-memory state is updated before compile
  • Do NOT fall back to remove+add as a workaround
# Verify the update was applied AFTER compiling
result = unreal.StateTreeService.update_transition(path, "Root", 0, target_path="Root/Chasing")
print(f"Update result: {result}")  # True = written to editor data

compile = unreal.StateTreeService.compile_state_tree(path)
print(f"Compile: {compile.success}")

info = unreal.StateTreeService.get_state_tree_info(path)
for s in info.all_states:
    if s.path == "Root":
        for t in s.transitions:
            print(f"  Trans: Trigger={t.trigger}, Target={t.target_state_name}, Conditions={[(c.name, c.struct_type) for c in t.conditions]}")

⚠️ add_transition Rejects Duplicates — Do NOT Retry Blindly

add_transition returns False if an identical transition (same trigger, type, and target) already exists on the state. If compilation fails after adding a transition, do NOT call add_transition again with different parameters — the first transition is still in memory. Instead:

  1. Remove the failed transition with remove_transition first
  2. Then add the corrected one
# WRONG — retrying add_transition without removing the previous attempt
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "NextSelectableState")  # compile fails
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Idle")  # now 2 transitions!

# CORRECT — remove the failed one first, then add the corrected version
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "NextSelectableState")  # compile fails
unreal.StateTreeService.remove_transition(path, "Root", 0)  # clean up
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Idle")  # now only 1

⚠️ Use StateTreeRef Not StateTree on StateTreeComponent

StateTreeComponent has two related properties. The editor Details panel reads StateTreeRef. Setting StateTree silently succeeds but the value does not appear in the editor.

# WRONG — Details panel still shows None
unreal.BlueprintService.set_component_property(bp, "StateTree", "StateTree", st_path)

# CORRECT
unreal.BlueprintService.set_component_property(bp, "StateTree", "StateTreeRef", st_path)

⚠️ Task Struct Names Include "F" Prefix

# WRONG
unreal.StateTreeService.add_task(path, "Root/Idle", "StateTreeDelayTask")

# CORRECT
unreal.StateTreeService.add_task(path, "Root/Idle", "FStateTreeDelayTask")

⚠️ Never Guess Task Property Names or Value Formats

set_task_property_value silently returns False when the property name or value format is wrong. Prefer the detailed result API and always:

  1. Read task.struct_type from get_state_tree_info() to get the exact struct name
  2. Inspect the struct's actual properties via get_task_property_names() before calling a setter
  3. If duplicate task structs exist on the same state, pass task_match_index explicitly
  4. Check the result object or read the value back before compiling
# WRONG — guessing property names and ignoring the bool result
unreal.StateTreeService.set_task_property_value(path, "Root", "FStateTreeDebugTextTask", "Color", "(R=1.0,...)")
unreal.StateTreeService.compile_state_tree(path)  # compiles even if nothing changed

# CORRECT — inspect first, then use the detailed result API
props = unreal.StateTreeService.get_task_property_names(path, "Root", "FStateTreeDebugTextTask")
for p in props:
    print(f"{p.name}: {p.type} = {p.current_value}")  # exact names + correct value format

result = unreal.StateTreeService.set_task_property_value_detailed(
    path, "Root", "FStateTreeDebugTextTask", "BindableText", "Hello from Root")
assert result.success, result.error_message

⚠️ Condition Properties That Require Bindings (e.g. "Object")

Conditions like StateTreeObjectIsValidCondition have properties that must be bound to context data or event payload — setting a string value won't work. Use bind_transition_condition_property_to_context, bind_enter_condition_property_to_context, or bind_transition_condition_property_to_event_payload instead of set_*_condition_property_value.

# WRONG — trying to set "Object" as a string value (will fail or compile error)
unreal.StateTreeService.set_transition_condition_property_value(
    path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "/Game/SomeActor")

# CORRECT — bind it to the context actor's property
unreal.StateTreeService.bind_transition_condition_property_to_context(
    path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "Actor", "TargetPawn")

# CORRECT — bind it to the transition's event payload property
# (when the transition has a RequiredEvent with a PayloadStruct like FStartChasingPayload)
# First inspect the payload fields instead of guessing the path.
payload_props = unreal.StateTreeService.get_transition_event_payload_property_names(path, "Root", 0)
for p in payload_props:
    print(f"{p.name}: {p.type} = {p.current_value!r}")

# The bind helper accepts friendly field names and resolves them to the reflected path.
unreal.StateTreeService.bind_transition_condition_property_to_event_payload(
    path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "TargetPawn")

⚠️ Bool Properties Drop the b Prefix in Python

UE Python bindings strip the b prefix from bool UPROPERTY names and convert to snake_case.

# C++ field:     bSuccess    → Python: result.success
# C++ field:     bEnabled    → Python: state_info.enabled
# C++ field:     bIsCompiled → Python: info.is_compiled

result = unreal.StateTreeService.compile_state_tree(path)
print(result.success)   # NOT result.b_success or result.bSuccess

⚠️ Use ReceiveLatentTick, Not ReceiveTick on StateTree Tasks

ReceiveTick is deprecated on StateTreeTaskBlueprintBase. Using it causes compile errors:

Cannot override 'StateTreeTaskBlueprintBase::ReceiveTick' — declared with a different signature

bp_path = "/Game/StateTree/STT_MyTask"

# WRONG — deprecated, will fail to compile
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveTick", 0, 0)

# CORRECT — new Tick event without return value
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveLatentTick", 0, 0)

# WRONG — deprecated Enter State
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveEnterState", 0, 0)

# CORRECT — new Enter State event without return value
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveLatentEnterState", 0, 0)

Sample scripts (run via execute_python_code)

  • scripts/build_state_tree.txt — create a StateTree, add states + a transition (see api-reference.md for task struct names).