Content/Skills/state-trees/SKILL.md
Create, inspect, and edit StateTree assets for AI behavior, game logic, and character state machines
npx skillsauth add kevinpbuckley/vibeue state-treesInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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 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:
GetDescription, ReceiveLatentTick, ReceiveLatentEnterState, etc.)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)
Use manage_skills(action='load', skill_name='blueprints') 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:
manage_skills(action='load', skill_name='blueprint-graphs')
When editing STT_* Blueprint task graphs:
override_function() for StateTree task events like ReceiveLatentEnterState.Event EnterState, not by the raw function name.blueprint-graphs skill.Set Timer by Event, not Delay.Custom Event node in EventGraph, not as a Create Event delegate node plus a separate function graph.FinishTask with pin name bSucceeded.get_nodes_in_graph(), get_connections(), and compile_blueprint(...).success before claiming success.delete_node() / disconnect_pin(), and only then retry.For STT_* task graphs built from screenshots or multi-node requests, use this execution order:
get_nodes_in_graph() result.get_node_pins().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.
For STT_* graph edits, do not report success until the output explicitly shows:
Event EnterState exists.Set Timer by Event exists.Finish Task.bSucceeded is set correctly.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.
| 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 |
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
import unreal
# 1. Create the asset
unreal.StateTreeService.create_state_tree("/Game/AI/MyBehavior")
# 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
unreal.VibeUEService.manage_asset(action="open", 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
This skill's larger reference material has been split into sibling files. Load them with
manage_skills(action='load', skill_name='<name>') 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.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.
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 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 typeget_state_tree_info() shows tasks as "STT Rotate (StateTreeBlueprintTaskWrapper)" — use
either the name part or the struct_type part.
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", "")
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)
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")
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
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")
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.
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:
# 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 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_transition first# 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
StateTreeRef Not StateTree on StateTreeComponentStateTreeComponent 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)
# WRONG
unreal.StateTreeService.add_task(path, "Root/Idle", "StateTreeDelayTask")
# CORRECT
unreal.StateTreeService.add_task(path, "Root/Idle", "FStateTreeDelayTask")
set_task_property_value silently returns False when the property name or value format is wrong. Prefer the detailed result API and always:
task.struct_type from get_state_tree_info() to get the exact struct nameget_task_property_names() before calling a settertask_match_index explicitly# 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
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")
b Prefix in PythonUE 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
ReceiveLatentTick, Not ReceiveTick on StateTree TasksReceiveTick 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)
testing
Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a VibeUE-generated landscape, validate it through gated checks, and materialize the plan into real engine geometry (splines, paint layers, foliage, actors).
tools
Create and manage Niagara particle systems - system lifecycle, adding/copying emitters, user parameters, system script settings, scratch-pad authoring
development
Configure Niagara emitter internals - modules, renderers, rapid iteration parameters, graph positioning, and scratch-pad authoring (Custom HLSL + node graph)
tools
Create and modify Blueprint assets, variables, functions, and components