UE State Trees
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
State Tree is a data-driven hierarchical state machine authored as a UStateTree data asset and executed from C++ through an execution context. Runtime types live in the StateTreeModule (plugin StateTree); actor-facing components and schemas live in GameplayStateTreeModule (plugin GameplayStateTree). Mass-entity behaviours add MassAIBehavior (plugin MassAI, Experimental in 5.8) plus MassEntity, MassCore and MassSignals. Add the modules you use to PublicDependencyModuleNames in your .Build.cs.
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
| Request is about… | Go to |
|---|---|
| What the runtime looks like, instance data, contexts | Architecture, Execution Contexts |
| Writing a task | Tasks |
| Writing a condition or gating a transition | Conditions |
| Utility scoring, "pick the best child state" | Considerations |
| Feeding world data into the tree | Evaluators, External Data |
| When and how states change | Transitions, State Types and Selection |
| Tag-driven signals into the tree | Events |
| Reacting to a C++ callback instead of polling | Delegates |
| Restricting which nodes an asset may use | Schemas |
| Running a tree on an actor or AI controller | Component and AI Setup |
| Reducing tick cost / sleeping trees | Scheduled Tick |
| Thousands of entities | Mass Entity Integration |
| Finishing work from a callback or another thread | Async Completion |
Architecture
UStateTree (UDataAsset) IsReadyToRun() must be true before execution
├── UStateTreeSchema which nodes and context data are allowed
├── States hierarchy of States/Groups/Linked/Subtree
│ ├── Tasks work performed while the state is active
│ ├── EnterConditions gate on selecting the state
│ ├── Considerations utility score used by selection behaviours
│ └── Transitions rules for leaving the state
├── Evaluators global data providers, tick before transitions
└── Parameters FInstancedPropertyBag global parametersNodes are USTRUCTs, not UObjects, and every node virtual is const. Mutable per-instance state lives in a separate instance-data struct owned by FStateTreeInstanceData, which is what persists across frames. The execution context is a short-lived view constructed over that instance data.
| Type | Role |
|---|---|
UStateTree |
The compiled asset. IsReadyToRun() reports link success |
FStateTreeInstanceData |
Persistent runtime storage — hold this, not the context |
FStateTreeExecutionContext |
Full read/write context; construct per tick |
FStateTreeReference |
UStateTree* plus overridden global parameters |
EStateTreeRunStatus |
Running, Stopped, Succeeded, Failed, Unset |
// MyTreeRunner.h — persistent storage on the owner
UPROPERTY(Transient)
FStateTreeInstanceData InstanceData;
// .cpp — one context per tick over the same instance data
FStateTreeExecutionContext Context(*this, *StateTreeAsset, InstanceData);
Context.SetCollectExternalDataCallback(
FOnCollectStateTreeExternalData::CreateUObject(this, &UMyTreeRunner::CollectExternalData));
FStateTreeExecutionContext::FStartParameters StartParams;
StartParams.RandomSeed = 1234;
Context.Start(StartParams);
// later frames
Context.Tick(DeltaTime);Tick can be split when transitions must be evaluated after other systems have run: call TickUpdateTasks(DeltaTime) first and TickTriggerTransitions() afterwards.
Execution Contexts
5.8 splits the context by capability. Pick the narrowest one that compiles.
| Context | Gets you | Typical use |
|---|---|---|
FStateTreeReadOnlyExecutionContext |
GetOwner, GetWorld, GetStateTree, HasEventToProcess, IsValid |
GetDebugInfo overrides, gameplay debugger |
FStateTreeMinimalExecutionContext |
adds SendEvent, ScheduleNextTick, scheduled-tick requests |
sending an event from outside the tick |
FStateTreeExecutionContext |
adds Start/Stop/Tick, instance data, external data, FinishTask, BindDelegate |
everything inside a node |
FStateTreeWeakExecutionContext |
weak handles captured for later | lambdas, latent actions, timers |
FStateTreeStrongExecutionContext |
resolved access from a weak context | inside the callback, via MakeStrongExecutionContext() |
FStateTreeMinimalExecutionContext derives from FStateTreeReadOnlyExecutionContext, and FStateTreeExecutionContext from FStateTreeMinimalExecutionContext, so a node method taking the full context can call anything above it.
Async Completion
Capture FStateTreeWeakExecutionContext (constructed from the live context) and finish the task when the async work returns. See state-tree-patterns.md for the full latent-task template.
const FStateTreeWeakExecutionContext WeakContext = Context.MakeWeakExecutionContext();
OnRequestFinished.AddLambda([WeakContext]()
{
WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded);
});Inside a tick, a task finishes itself with Context.FinishTask(*this, EStateTreeFinishTaskType::Succeeded) or by returning a completion status from Tick.
Schemas
A schema declares which node structs, which classes and which context data an asset may use. IsStructAllowed is what makes your nodes appear in the editor, so derive custom nodes from the *CommonBase structs the stock schemas accept: FStateTreeTaskCommonBase, FStateTreeConditionCommonBase, FStateTreeEvaluatorCommonBase, FStateTreeConsiderationCommonBase, FStateTreePropertyFunctionCommonBase.
| Schema | Context data it publishes |
|---|---|
UStateTreeComponentSchema |
Actor (class from ContextActorClass) |
UStateTreeAIComponentSchema |
Actor (defaults to APawn) plus AIController |
UMassStateTreeSchema |
Mass entity data, via FMassStateTreeExecutionContext |
// MyGameStateTreeSchema.h
#pragma once
#include "StateTreeSchema.h"
#include "StateTreeExecutionTypes.h"
#include "MyGameStateTreeSchema.generated.h"
UCLASS(BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "My Game Schema"))
class MYGAME_API UMyGameStateTreeSchema : public UStateTreeSchema
{
GENERATED_BODY()
protected:
virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
virtual TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const override;
#if WITH_EDITOR
virtual bool AllowEvaluators() const override { return true; }
virtual bool AllowMultipleTasks() const override { return true; }
virtual bool AllowGlobalParameters() const override { return true; }
virtual bool AllowUtilityConsiderations() const override { return true; }
#endif
UPROPERTY()
TArray<FStateTreeExternalDataDesc> ContextDataDescs;
};AllowEnterConditions, AllowUtilityConsiderations, AllowEvaluators, AllowMultipleTasks, AllowGlobalParameters, AllowTasksCompletion and AllowQueuedCompilation are declared inside #if WITH_EDITOR (StateTreeSchema.h:96-138) — they only drive the editor/compiler, so your overrides must be guarded the same way or game builds fail with "does not override". IsStructAllowed, IsClassAllowed, IsExternalItemAllowed, IsScheduledTickAllowed, IsStateSelectionAllowed, IsStateTypeAllowed and GetContextDataDescs are runtime virtuals (StateTreeSchema.h:36-79).
Tasks
Every task overrides the virtuals it needs and GetInstanceDataType(). The using FInstanceDataType = …; alias alone allocates nothing; FStateTreeNodeBase::GetInstanceDataType() returns nullptr by default (StateTreeNodeBase.h:94) and the compiler reserves no storage, so Context.GetInstanceData(*this) then hits check(Memory != nullptr) (PropertyBindingDataView.h:116).
| Virtual (verbatim signature) | Returns |
|---|---|
EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const |
EStateTreeRunStatus |
ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const |
void |
StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const |
void |
Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const |
EStateTreeRunStatus |
TriggerTransitions(FStateTreeExecutionContext& Context) const |
void |
GetDebugInfo(const FStateTreeReadOnlyExecutionContext& Context) const |
FString |
// MyTimedTask.h
#pragma once
#include "StateTreeTaskBase.h"
#include "StateTreeExecutionContext.h"
#include "MyTimedTask.generated.h"
USTRUCT()
struct FMyTimedTaskInstanceData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = "Parameter")
float Duration = 2.0f;
UPROPERTY()
float ElapsedTime = 0.f;
};
USTRUCT(meta = (DisplayName = "My Timed Task"))
struct FMyTimedTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FMyTimedTaskInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition) const override
{
FInstanceDataType& Data = Context.GetInstanceData(*this);
Data.ElapsedTime = 0.f;
return EStateTreeRunStatus::Running;
}
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context,
const float DeltaTime) const override
{
FInstanceDataType& Data = Context.GetInstanceData(*this);
Data.ElapsedTime += DeltaTime;
return Data.ElapsedTime >= Data.Duration
? EStateTreeRunStatus::Succeeded
: EStateTreeRunStatus::Running;
}
};Editable parameters usually live on the instance data so they can be bound in the editor; properties placed on the node struct itself are shared by every instance and cannot be bound.
Behavioural flags
Set these in the task constructor.
| Flag | Default | Effect |
|---|---|---|
bShouldStateChangeOnReselect |
true |
Re-run Exit/Enter when the same state is selected again |
bShouldCallTick |
true |
Call Tick(); false also disables property copying |
bShouldCallTickOnlyOnEvents |
false |
Tick only on frames with events (needs bShouldCallTick false) |
bShouldCopyBoundPropertiesOnTick |
true |
Refresh bound properties before Tick() |
bShouldCopyBoundPropertiesOnExitState |
true |
Refresh bound properties before ExitState() |
bShouldAffectTransitions |
false |
Call TriggerTransitions() during transition handling |
bConsideredForScheduling |
true |
Include this task when computing the scheduled tick rate |
bTaskEnabled |
true |
Node not disabled in the asset |
TransitionHandlingPriority (EStateTreeTransitionPriority) orders TriggerTransitions across tasks of one state.
Conditions
FStateTreeConditionBase::TestCondition(FStateTreeExecutionContext& Context) const returns bool and defaults to false. It must be pure: the selection pass may call it several times per frame.
| Member | Purpose |
|---|---|
EStateTreeExpressionOperand Operand |
Copy, And, Or, Multiply (Multiply is considerations only) |
int8 DeltaIndent |
Parenthesis level, gives (A AND B) OR (C AND D) without nesting |
EStateTreeConditionEvaluationMode EvaluationMode |
Evaluated, ForcedTrue, ForcedFalse |
Conditions also receive EnterState, ExitState and StateCompleted (all no-ops by default) so they can cache work across the state's lifetime.
Stock conditions: FStateTreeCompareIntCondition, FStateTreeCompareFloatCondition, FStateTreeCompareBoolCondition, FStateTreeCompareEnumCondition, FStateTreeCompareNameCondition, FStateTreeCompareDistanceCondition, FStateTreeRandomCondition (Conditions/StateTreeCommonConditions.h), FStateTreeObjectIsValidCondition (Conditions/StateTreeObjectConditions.h) and the gameplay-tag family in Conditions/StateTreeGameplayTagConditions.h. The comparison ones take UE::StateTree::EComparisonOperator.
Considerations
Considerations score a state so a parent can choose between children. The API is marked experimental in the header, so keep custom considerations small.
USTRUCT(meta = (DisplayName = "My Threat Score"))
struct FMyThreatConsideration : public FStateTreeConsiderationCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FMyThreatConsiderationInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
protected:
virtual float GetScore(FStateTreeExecutionContext& Context) const override
{
const FInstanceDataType& Data = Context.GetInstanceData(*this);
return FMath::Clamp(Data.ThreatLevel / 100.f, 0.f, 1.f);
}
};GetScore is protected; the framework calls the public GetNormalizedScore. Operand and DeltaIndent combine sibling considerations (And = min, Or = max, Multiply = product). Scores only matter for the two utility selection behaviours, and the schema must return true from AllowUtilityConsiderations().
Evaluators
Evaluators are global (not per-state) and tick before transitions and task ticks. Use them for data many nodes read; use external data for stable references.
virtual void TreeStart(FStateTreeExecutionContext& Context) const;
virtual void TreeStop(FStateTreeExecutionContext& Context) const;
virtual void Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const;
virtual FString GetDebugInfo(const FStateTreeReadOnlyExecutionContext& Context) const;DeltaTime is 0 when the evaluator is ticked during state pre-selection. Evaluators need GetInstanceDataType() exactly like tasks — the full template is in state-tree-patterns.md.
Transitions
EStateTreeTransitionTrigger is a bitmask (ENUM_CLASS_FLAGS).
| Trigger | Value | Fires when |
|---|---|---|
OnStateSucceeded |
0x1 |
The state completed with Succeeded |
OnStateFailed |
0x2 |
The state completed with Failed |
OnStateCompleted |
0x1|0x2 |
Either of the above |
OnTick |
0x4 |
Every tick — always gate with conditions |
OnEvent |
0x8 |
A queued event matches the tag |
OnDelegate |
0x10 |
A bound delegate was broadcast |
EStateTreeTransitionPriority: Low, Normal, Medium, High, Critical. The first triggered transition of the highest priority wins. Transition types (EStateTreeTransitionType): None, Succeeded, Failed, GotoState, Parent, NextState, NextSelectableState, NextParent, NextSelectableParent (StateTreeTypes.h:76). Per-transition flags bTransitionEnabled and bConsumeEventOnSelect both default to true.
From C++, request a transition with Context.RequestTransition(TargetState, Priority, Fallback) where Fallback is an EStateTreeSelectionFallback.
Delegates
Delegates replace polling when an external system can tell the tree exactly when to react. One node publishes an FStateTreeDelegateDispatcher on its instance data, another publishes an FStateTreeDelegateListener, and the editor connects the two.
// On the listening node's instance data
UPROPERTY(EditAnywhere, Category = "Input")
FStateTreeDelegateListener ArrivedListener;
// EnterState — bind
Context.BindDelegate(Data.ArrivedListener, FSimpleDelegate::CreateLambda([]()
{
UE_LOG(LogMyGame, Verbose, TEXT("Arrived"));
}));
// ExitState — always unbind
Context.UnbindDelegate(Data.ArrivedListener);
// On the dispatching node
Context.BroadcastDelegate(Data.ArrivedDispatcher);A transition with the OnDelegate trigger fires when the bound dispatcher is broadcast, evaluated with the rest of the transitions.
State Types and Selection
EStateTreeStateType: State, Group, Linked, LinkedAsset, Subtree. LinkedAsset states are the sharing mechanism — override them per instance with FStateTreeReferenceOverrides.
EStateTreeStateSelectionBehavior:
| Behaviour | Effect |
|---|---|
None |
State cannot be selected directly |
TryEnterState |
Enter this state even if it has children |
TrySelectChildrenInOrder |
First child whose enter conditions pass |
TrySelectChildrenAtRandom |
Shuffle children, take the first that passes |
TrySelectChildrenWithHighestUtility |
Highest consideration score, ties broken in order |
TrySelectChildrenAtRandomWeightedByUtility |
Random weighted by normalised score |
TryFollowTransitions |
Evaluate the state's transitions instead of entering |
FStateTreeActiveStates::MaxStates = 8 caps the depth of the active state path. Flatten deeper designs with subtrees or linked assets.
Events
Events are gameplay-tag messages with an optional payload: FStateTreeEvent { FGameplayTag Tag; FInstancedStruct Payload; FName Origin; }.
// From outside the tree
StateTreeComp->SendStateTreeEvent(MyTag_AiAlert, FConstStructView::Make(AlertData), TEXT("Perception"));
// From inside a node (available on the minimal context and above)
Context.SendEvent(MyTag_AiAlert, FConstStructView::Make(ResultData), TEXT("MyTask"));FStateTreeEventQueue::MaxActiveEvents = 64 per instance. Iterate with Context.ForEachEvent(Lambda), whose lambda returns EStateTreeLoopEvents (Next, Break, Consume — StateTreeEvents.h:35) and remove one with Context.ConsumeEvent(SharedEvent) (returns void). Context.HasEventToProcess(Tag) is a cheap existence check. For where gameplay tags are declared, see ue-gameplay-tags-messaging.
External Data
External data gives a node a typed reference to an object or struct supplied by the schema's owner — subsystems, the owning actor, components.
TStateTreeExternalDataHandle<UMyWorldSubsystem> SubsystemHandle;
TStateTreeExternalDataHandle<AActor, EStateTreeExternalDataRequirement::Optional> ActorHandle;
virtual bool Link(FStateTreeLinker& Linker) override
{
Linker.LinkExternalData(SubsystemHandle);
Linker.LinkExternalData(ActorHandle);
return true;
}
// Required handles return a reference, Optional handles a pointer
UMyWorldSubsystem& Subsystem = Context.GetExternalData(SubsystemHandle);
AActor* Actor = Context.GetExternalDataPtr(ActorHandle);Link returns bool ([[nodiscard]] on the base, StateTreeNodeBase.h:116); return true on success, false fails linking.
UStateTreeComponentSchema::IsExternalItemAllowed accepts AActor, UActorComponent and UWorldSubsystem subclasses only. The owning actor is published separately as context data named Actor (and AIController for the AI schema); the idiomatic way to reach it is an instance-data property the editor binds automatically:
UPROPERTY(EditAnywhere, Category = "Context")
TObjectPtr<AActor> Actor = nullptr;There is no FStateTreeActorContext type in the engine — use the above.
Component and AI Setup
UStateTreeComponent : UBrainComponent, IGameplayTaskOwnerInterface, IStateTreeSchemaProvider runs one tree on an actor. UStateTreeAIComponent derives from it and returns UStateTreeAIComponentSchema, which guarantees an AAIController context value — use it on AI controllers.
// MyAIController.h — inside the AMyAIController class body
UPROPERTY(VisibleAnywhere, Category = "AI")
TObjectPtr<UStateTreeAIComponent> StateTreeComp;
// MyAIController.cpp
AMyAIController::AMyAIController()
{
StateTreeComp = CreateDefaultSubobject<UStateTreeAIComponent>(TEXT("StateTree"));
StateTreeComp->SetStartLogicAutomatically(true);
}bStartLogicAutomatically is protected; write it through SetStartLogicAutomatically(const bool). Public surface: SetStateTree, SetStateTreeReference, AddLinkedStateTreeOverrides(FGameplayTag, FStateTreeReference), RemoveLinkedStateTreeOverrides(FGameplayTag), SendStateTreeEvent, GetStateTreeRunStatus, and the BlueprintAssignable OnStateTreeRunStatusChanged. StartLogic, StopLogic, PauseLogic and ResumeLogic come from UBrainComponent.
Subclass and override the protected SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors) / CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> Descs, TArrayView<FStateTreeDataView> OutDataViews) const to publish extra context or external data.
FStateTreeReference
FStateTreeReference TreeRef;
TreeRef.SetStateTree(MyStateTreeAsset); // also calls SyncParameters()
TreeRef.GetMutableParameters().SetValueFloat(TEXT("AggroRange"), 1500.f);
StateTreeComp->SetStateTreeReference(TreeRef);GetParameters() returns const FInstancedPropertyBag& — mutating needs GetMutableParameters().
Scheduled Tick
A tree whose active tasks all opt out of ticking can sleep instead of running every frame. FStateTreeScheduledTick::MakeSleep(), MakeNextFrame(), MakeEveryFrames() and MakeCustomTickRate(DeltaTime) describe the desired cadence; FStateTreeMinimalExecutionContext::AddScheduledTickRequest / UpdateScheduledTickRequest / RemoveScheduledTickRequest manage a request, and ScheduleNextTick() wakes the tree. UStateTreeComponent implements this through FStateTreeComponentExecutionExtension, gated by UStateTreeComponentSchema::IsScheduledTickAllowed() and the StateTree.Component.DefaultScheduledTickAllowed console variable. A task that must not be counted sets bConsideredForScheduling = false.
For per-instance descriptions and custom tick scheduling on your own runner, implement FStateTreeExecutionExtension (GetInstanceDescription, ScheduleNextTick, OnLinkedStateTreeOverridesSet, OnBeginApplyTransition) and pass it in FStartParameters::ExecutionExtension.
Mass Entity Integration
Mass behaviours use UMassStateTreeSchema and the FMassStateTreeTaskBase, FMassStateTreeConditionBase and FMassStateTreeEvaluatorBase node types, which add GetDependencies(UE::MassBehavior::FStateTreeDependencyBuilder&) const so the dynamically created UMassStateTreeProcessor (a UMassSignalProcessorBase) can build the right fragment query. Full setup, fragment table, signal names and processor flow are in state-tree-mass-integration.md. For Mass architecture itself, see ue-mass-entity.
Deprecated — do not use
| Do not emit | Use in 5.8 | Source |
|---|---|---|
Start(const FInstancedPropertyBag*, int32 RandomSeed) |
Start(FStartParameters) |
UE_DEPRECATED(5.8) in StateTreeExecutionContext.h:492 |
AppendDebugInfoString(FString&, const FStateTreeExecutionContext&) |
GetDebugInfo(const FStateTreeReadOnlyExecutionContext&) |
UE_DEPRECATED(5.8) in StateTreeEvaluatorBase.h:44 |
EGenericAICheck operator on the compare conditions |
UE::StateTree::EComparisonOperator |
UE_DEPRECATED(5.8) in Conditions/StateTreeCommonConditions.h:47 |
STATETREE_POD_INSTANCEDATA(Type) |
UE_STATETREE_ZEROED_TRIVIALLY_COPIED_NO_DESTRUCTOR_INSTANCEDATA(Type) (or the _CONSTRUCTED_ variant) |
UE_DEPRECATED_MACRO(5.8) in StateTreeTypes.h:1388 |
FStateTreePropertyRefExternalHandle |
FStateTreePropertyRef read through the execution context |
UE_DEPRECATED(5.8) in StateTreePropertyRef.h:295 |
AddDelegateListener(Listener, Delegate) |
BindDelegate(Listener, Delegate) |
UE_DEPRECATED(5.6) in StateTreeExecutionContext.h:530 |
RemoveDelegateListener(Listener) |
UnbindDelegate(Listener) |
UE_DEPRECATED(5.6) in StateTreeExecutionContext.h:541 |
FinishTask(const UE::StateTree::FFinishedTask&, EStateTreeFinishTaskType) |
FinishTask(const FStateTreeTaskBase&, EStateTreeFinishTaskType) |
UE_DEPRECATED(5.6) in StateTreeExecutionContext.h:790 |
FStateTreeWeakTaskRef / FStateTreeStrongTaskRef |
FStateTreeWeakExecutionContext |
UE_DEPRECATED(5.6) in StateTreeNodeRef.h:15,51 |
OnBindingChanged(…, const FStateTreePropertyPath&, …) |
the FPropertyBindingPath overload |
UE_DEPRECATED(5.6) in StateTreeNodeBase.h:186 |
TrySelectChildrenAtUniformRandom |
TrySelectChildrenAtRandom |
UE_DEPRECATED(all) in StateTreeTypes.h:196 |
TrySelectChildrenBasedOnRelativeUtility |
TrySelectChildrenAtRandomWeightedByUtility |
UE_DEPRECATED(all) in StateTreeTypes.h:197 |
Compile(FStateTreeDataView, TArray<FText>&) |
Compile(UE::StateTree::ICompileNodeContext&) |
UE_DEPRECATED(5.6) final stub in StateTreeNodeBase.h:141 |
StateTreeComp->bStartLogicAutomatically = true; |
StateTreeComp->SetStartLogicAutomatically(true); |
protected in Components/StateTreeComponent.h:187 |
TreeRef.GetParameters().SetValueFloat(…) |
TreeRef.GetMutableParameters().SetValueFloat(…) |
const accessor in StateTreeReference.h:61 |
FStateTreeActorContext |
TStateTreeExternalDataHandle<AActor> or a Category = "Context" instance-data property |
no such type in the engine |
Common Mistakes
Omitting GetInstanceDataType(): the single most common State Tree bug. using FInstanceDataType = …; documents the type; only the override registers storage.
using FInstanceDataType = FMyTaskInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }Storing the execution context: it is a per-tick view over FStateTreeInstanceData. Keep the instance data as a UPROPERTY(Transient) on the owner and rebuild the context each tick, or capture FStateTreeWeakExecutionContext if you need it later.
Mutating the node struct: every node virtual is const, so Timer += DeltaTime; on a member will not compile. Write to Context.GetInstanceData(*this).
Deriving from FStateTreeTaskBase directly: stock schemas only allow FStateTreeTaskCommonBase and siblings, so the node never appears in the editor picker. Derive from the *CommonBase struct (or the Mass/AI base) that your schema accepts.
Not guarding schema Allow* overrides with #if WITH_EDITOR: the base declares them editor-only (StateTreeSchema.h:96), so an unguarded override compiles in the editor and fails in Game/Shipping targets.
Side effects in TestCondition: selection may test the same condition several times in a frame. Keep it pure; cache in the condition's EnterState instead.
Leaving delegates bound: BindDelegate in EnterState requires UnbindDelegate in ExitState, otherwise the listener fires against a state that is no longer active.
Exceeding MaxStates: the active state path is capped at 8. Deeper hierarchies fail selection rather than warning loudly.
Assuming Tick runs: with bShouldCallTick = false, or when a scheduled tick puts the tree to sleep, tasks do not tick and bound properties are not copied. Drive those tasks from events or delegates.
Related Skills
ue-ai-navigation— behaviour trees, perception, EQS, navigation and Smart Objectsue-mass-entity— Mass processors, fragments, traits, entity queriesue-gameplay-abilities— abilities and effects that drive or react to state changesue-gameplay-framework— controllers, pawns and game-mode lifecycle around the treeue-actor-component-architecture— component ownership, ticking and replication setupue-cpp-foundations—USTRUCTrules, delegates, subsystem accessue-gameplay-tags-messaging— declaring gameplay tags used by State Tree events and transitionsue-gameplay-cameras— spring arms, view targets, camera modifiers, shakes and the Gameplay Camera System