| name | state-trees |
| display_name | StateTree Behavior |
| description | 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. |
| vibeue_classes | ["StateTreeService"] |
| unreal_classes | ["UStateTree","UStateTreeEditorData","UStateTreeState","FStateTreeTransition","FStateTreeEditorNode"] |
| keywords | ["statetree","state tree","state machine","behavior","ai","transitions","evaluator","task","condition","color","theme color","theme","expand","collapse","blueprint task","stt","override function","get description","override"] |
🧠 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:
- Use
override_function() for StateTree task events like ReceiveLatentEnterState.
- Find the created event node by its graph title such as
Event EnterState, not by the raw function name.
- For node wiring, timer callbacks, and custom events, follow the detailed workflow in the
blueprint-graphs skill.
- For non-blocking waits, prefer
Set Timer by Event, not Delay.
- 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.
- Use
FinishTask with pin name bSucceeded.
- After wiring, always inspect
get_nodes_in_graph(), get_connections(), and compile_blueprint(...).success before claiming success.
- For complex graphs, create and verify one node at a time before creating the next node.
- 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:
- Create one node.
- Confirm its GUID exists in a fresh
get_nodes_in_graph() result.
- Inspect its pins with
get_node_pins().
- Only then create the next node.
- 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:
Event EnterState exists.
Set Timer by Event exists.
- The callback event node exists in a fresh node listing and is the requested node type.
- The expected execution and delegate connections exist.
Finish Task.bSucceeded is set correctly.
- 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
| Concept | Description |
|---|
| StateTree Asset | The .uasset file containing the tree definition |
| Subtree / Root State | Top-level state (usually named "Root") — created with empty parent_path |
| State | A node in the tree; can have tasks, enter conditions, transitions, and child states |
| Task | Logic that runs while a state is active. Can be a C++ struct (FStateTreeDelayTask) or a Blueprint asset (STT_MyTask) |
| Blueprint Task | An STT_* Blueprint asset extending StateTreeTaskBlueprintBase — edited with BlueprintService |
| Evaluator | Global computation that runs every tick; provides data to all states |
| Global Task | Task that runs as long as the StateTree is active |
| Transition | Rule that moves execution from one state to another |
| Compile | Converts 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
| WRONG | CORRECT |
|---|
create_state_tree(...) returns False and you retry other paths/folders | The 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.StateTreeFactory | Fails from Python (Cannot nativize 'StateTreeFactory'… / returns None) — use StateTreeService.create_state_tree() |
info.name on StateTreeInfo | info.asset_name (also: asset_path, schema_class, all_states, is_compiled) |
transition.event_tag | transition.required_event_tag (StateTreeTransitionInfo) |
transition.target_state | transition.target_state_name (display) or target_state_path (GotoState only) |
Workflow
import unreal
created = unreal.StateTreeService.create_state_tree("/Game/AI/MyBehavior")
if not created:
print(unreal.StateTreeService.list_state_tree_schemas())
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")
unreal.StateTreeService.add_task("/Game/AI/MyBehavior", "Root/Idle", "FStateTreeDelayTask")
unreal.StateTreeService.add_transition(
"/Game/AI/MyBehavior", "Root/Idle",
"OnStateCompleted", "GotoState", "Root/Walking")
unreal.StateTreeService.add_transition(
"/Game/AI/MyBehavior", "Root/Walking",
"OnStateCompleted", "Succeeded")
result = unreal.StateTreeService.compile_state_tree("/Game/AI/MyBehavior")
if not result.success:
print("Errors:", result.errors)
unreal.StateTreeService.save_state_tree("/Game/AI/MyBehavior")
unreal.StateTreeService.set_state_expanded("/Game/AI/MyBehavior", "Root", True)
unreal.StateTreeService.select_state("/Game/AI/MyBehavior", "Root/Walking")
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.
unreal.StateTreeService.add_global_task(st_path, "StateTreeBlueprintTaskWrapper")
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.
unreal.StateTreeService.bind_task_property_to_context(st_path, "Root", "STT_Rotate_C", "Cube", "Actor", "")
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().
unreal.StateTreeService.add_state(path, "Root", "MyState")
unreal.StateTreeService.save_state_tree(path)
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.
unreal.StateTreeService.add_state(path, "Root", "Idle")
unreal.StateTreeService.add_state(path, "", "Root")
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.
unreal.StateTreeService.add_state(path, "", "Idle")
unreal.StateTreeService.add_state(path, "Root", "Idle")
⚠️ GotoState Requires targetPath
Transition type "GotoState" requires a valid target_path. Other types do not.
unreal.StateTreeService.add_transition(path, "Root/Idle", "OnStateCompleted", "GotoState")
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.
unreal.StateTreeService.remove_state(path, "Root/Idle")
unreal.StateTreeService.add_state(path, "Root/Peaceful", "Idle")
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.
unreal.StateTreeService.remove_transition(path, "Root", 0)
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Chasing")
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
result = unreal.StateTreeService.update_transition(path, "Root", 0, target_path="Root/Chasing")
print(f"Update result: {result}")
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:
- Remove the failed transition with
remove_transition first
- Then add the corrected one
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "NextSelectableState")
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Idle")
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "NextSelectableState")
unreal.StateTreeService.remove_transition(path, "Root", 0)
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Idle")
⚠️ 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.
unreal.BlueprintService.set_component_property(bp, "StateTree", "StateTree", st_path)
unreal.BlueprintService.set_component_property(bp, "StateTree", "StateTreeRef", st_path)
⚠️ Task Struct Names Include "F" Prefix
unreal.StateTreeService.add_task(path, "Root/Idle", "StateTreeDelayTask")
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:
- Read
task.struct_type from get_state_tree_info() to get the exact struct name
- Inspect the struct's actual properties via
get_task_property_names() before calling a setter
- If duplicate task structs exist on the same state, pass
task_match_index explicitly
- Check the result object or read the value back before compiling
unreal.StateTreeService.set_task_property_value(path, "Root", "FStateTreeDebugTextTask", "Color", "(R=1.0,...)")
unreal.StateTreeService.compile_state_tree(path)
props = unreal.StateTreeService.get_task_property_names(path, "Root", "FStateTreeDebugTextTask")
for p in props:
print(f"{p.name}: {p.type} = {p.current_value}")
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.
unreal.StateTreeService.set_transition_condition_property_value(
path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "/Game/SomeActor")
unreal.StateTreeService.bind_transition_condition_property_to_context(
path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "Actor", "TargetPawn")
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}")
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.
result = unreal.StateTreeService.compile_state_tree(path)
print(result.success)
⚠️ 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"
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveTick", 0, 0)
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveLatentTick", 0, 0)
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveEnterState", 0, 0)
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).