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StateTree

AI & gameplay
5 operationsstate_tree

Build StateTree assets: evaluators, tasks, conditions and transitions.

What it’s for

StateTree is Unreal’s hierarchical state machine for AI and gameplay logic. Ask your assistant to edit StateTree assets for you: add tasks, evaluators and conditions to states, set up transitions, and bind one node’s property to another. You describe the behavior you want, and your assistant picks the matching built-in node types.

Use it to build or change StateTree logic from a description instead of clicking through the StateTree editor. Add a task to a state, gate a state behind a condition, or choose what triggers a transition: every tick, a gameplay event, or a finished child state.

If your AI runs on classic Behavior Tree assets instead, use Behavior trees.

Things you can ask

Add a task to a state

The state runs the task while it is active.

examplestate_tree
You: In ST_Guard, make the Patrol state run a MoveTo task.

Patrol in ST_Guard now runs a MoveTo task. The asset is saved.

Gate a state with an enter condition

The state is only chosen when the condition passes.

examplestate_tree
You: Only let ST_Guard enter Chase when the alert tag is set.

Chase now has a gameplay tag condition on entry, so it is only entered when the alert tag matches.

Trigger a transition on a gameplay event

A transition fires on a specific event instead of every tick.

examplestate_tree
You: In ST_Guard, make Chase go back to Patrol when it hears the lost-target event.

Chase now returns to Patrol on the AI.Event.LostTarget event.