StateTree
AI & gameplayBuild 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.
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.
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.
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.