What problem does it solve?
Building StateTree behavior assets in Unreal Engine requires precise knowledge of schemas, state paths, task struct names, transition triggers, and binding rules, and small mistakes like skipping compilation or guessing property names silently break the asset. This Skill provides the exact StateTreeService API workflows, common-mistake corrections, and verification steps needed to author StateTrees reliably through the editor's MCP toolset.
Core Features & Use Cases
- StateTree authoring: Create StateTree assets, build state hierarchies, add tasks and evaluators, and wire transitions with triggers like OnStateCompleted, OnTick, OnEvent, and OnDelegate.
- Property bindings and Utility AI: Bind task, condition, and consideration properties to context actors, root parameters, global tasks, or evaluators, and configure utility-based state selection with Constant, FloatInput, and EnumInput considerations.
- Blueprint task integration: Create and edit STT_* StateTree Blueprint tasks with the correct ReceiveLatentTick and ReceiveLatentEnterState events, plus per-instance parameter overrides on placed actors.
- Use Case: A user asks to build an AI guard behavior with Patrol and Chase states, a delay task, and a GotoState transition; the Skill guides asset creation, hierarchy building, compilation, and saving with verification at each step.
Quick Start
Ask the AI to create a StateTree at /Game/AI/ST_Guard with Root, Patrol, and Chase states, a delay task on Patrol, and a transition from Patrol to Chase, then compile and save it.