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Use when writing or debugging State Tree logic in Unreal Engine C++ — tasks, conditions, evaluators, considerations, schemas, transitions, events or Mass behaviours. Also use when the user mentions 'StateTree', 'state tree', 'FStateTreeTaskBase', 'FStateTreeExecutionContext', 'GetInstanceDataType', 'FInstanceDataType', 'UStateTreeComponent', 'UStateTreeAIComponent', 'FStateTreeReference', 'SendStateTreeEvent', 'EStateTreeRunStatus', 'StateTree schema', 'utility selection', 'scheduled tick', 'FinishTask', or 'Mass StateTree'. For behaviour trees, perception and navigation, see ue-ai-navigation; for Mass processors and fragments, see ue-mass-entity; for USTRUCT basics, see ue-cpp-foundations.

Use this Skill: https://skilld.dev/gh/quodsoler/unreal-engine-skills/ue-state-trees

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SKILL.md

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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 parameters

Nodes 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 Objects
  • ue-mass-entity — Mass processors, fragments, traits, entity queries
  • ue-gameplay-abilities — abilities and effects that drive or react to state changes
  • ue-gameplay-framework — controllers, pawns and game-mode lifecycle around the tree
  • ue-actor-component-architecture — component ownership, ticking and replication setup
  • ue-cpp-foundations — USTRUCT rules, delegates, subsystem access
  • ue-gameplay-tags-messaging — declaring gameplay tags used by State Tree events and transitions
  • ue-gameplay-cameras — spring arms, view targets, camera modifiers, shakes and the Gameplay Camera System

Source: SKILL.md on GitHub

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metadata
{
  "version": "2.0.0",
  "engine": "5.8"
}

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