Agent skill

State Trees

by kevinpbuckley in kevinpbuckley/VibeUE

Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService).

MITAuto-check passedGame Development

Install State Trees

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill state-trees -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE state-trees --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/state-trees .claude/skills/state-trees && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
state-trees
GitHub stars
726
Token cost
~6.4k tokens
SKILL.md length
1,867 words
Files
7 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService).

  • Works in 9 steps: Use override_function() for StateTree… → Find the created event node by its graph… → For node wiring, timer callbacks, and… → …
  • The user asks to build a StateTree
  • SKILL.md covers ⚠️ StateTree Blueprint Tasks…, ⚠️ STT Graph Editing Rules, Key Concepts and State Paths, plus 6 more sections
  • Calls make

What it does

State Trees is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). Use when the user asks to build a StateTree, add states/tasks/transitions, bind task properties, set up Utility AI considerations, or wire StateTree delegate transitions.

Its SKILL.md is about 6.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts (for example `api-bindings.md`, `api-reference.md` and `blueprint-tasks.md`).

It sits in Game Development. The repository describes itself as: Unreal Engine Vibe Coding tool. The licence is MIT.

When your agent uses it

  • The user asks to build a StateTree
  • Add states/tasks/transitions
  • Bind task properties
  • Set up Utility AI considerations

Example prompts

  • “/state-trees”

Requirements

  • Python 3

Workflow steps

9 steps, taken from the first numbered list in SKILL.md.

  1. Use override_function() for StateTree task events like ReceiveLatentEnterState.
  2. Find the created event node by its graph title such as Event EnterState, not by the raw function name.
  3. For node wiring, timer callbacks, and custom events, follow the detailed workflow in the blueprint-graphs skill.
  4. For non-blocking waits, prefer Set Timer by Event, not Delay.
  5. If the requested callback is a custom event, the callback must exist as a real Custom Event node in EventGraph, not as a Create Event…
  6. Use FinishTask with pin name bSucceeded.
  7. After wiring, always inspect get_nodes_in_graph(), get_connections(), and compile_blueprint(...).success before claiming success.
  8. For complex graphs, create and verify one node at a time before creating the next node.
  9. If any node-create step fails, stop, audit the graph, clean up orphaned nodes with delete_node() / disconnect_pin(), and only then retry.

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/, which the agent can run.

    Shell commands in SKILL.md call:

    • make

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

State Trees loads about 6.4k tokens when it runs. Until then it costs about 89 tokens; SKILL.md has 1,867 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~89
When it runs · the whole SKILL.md, loaded when a task matches
~6.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 1,867 words, ~6,394 tokens.

Download SKILL.mdSave it as .claude/skills/state-trees/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
state-trees
description
Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). Use when the user asks to build a StateTree, add states/tasks/transitions, bind task properties, set up Utility AI considerations, or wire StateTree delegate transitions.
display_name
StateTree Behavior
vibeue_classes
StateTreeService
unreal_classes
UStateTree, UStateTreeEditorData, UStateTreeState, FStateTreeTransition, FStateTreeEditorNode
keywords
statetree, state tree, state machine, behavior, ai, transitions, evaluator, task, condition, color, theme color, theme, expand, collapse, blueprint task, stt…

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "ai-and-navigation"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

StateTree Skill

StateTree is Unreal Engine's hierarchical state machine system for AI behavior and game logic. This skill covers creating and editing StateTree assets via unreal.StateTreeService.

⚠️ StateTree Blueprint Tasks Require the Blueprints Skill

StateTree Tasks prefixed STT_ (e.g. STT_Rotate, STT_Move) are Blueprint assets. They are edited with BlueprintService, not StateTreeService.

Always load the blueprints skill when the user asks to:

  • Add or edit variables on an STT task
  • Override functions (GetDescription, ReceiveLatentTick, ReceiveLatentEnterState, etc.)
  • Add Blueprint nodes or connect pins inside an STT task graph
  • Inspect or modify STT task logic

Also load the blueprint-graphs skill when the task involves node wiring, timers, custom events, pin names, or EventGraph layout inside an STT_* Blueprint.

StateTreeService  → edits the StateTree ASSET (states, tasks list, transitions, parameters)
BlueprintService  → edits the STT Blueprint CONTENT (variables, function graphs, node wiring)

Load the blueprints skill (via the engine AgentSkillToolset — GetSkills, see the vibeue skill) before writing any code that touches an STT_* Blueprint's internals.

If the request mentions timers, delayed completion, event callbacks, or screenshots of Blueprint graphs, also load the blueprint-graphs skill:

call_tool(toolset="ToolsetRegistry.AgentSkillToolset", tool="GetSkills", args={"skills": ["blueprint-graphs"]})

⚠️ STT Graph Editing Rules

When editing STT_* Blueprint task graphs:

  1. Use override_function() for StateTree task events like ReceiveLatentEnterState.
  2. Find the created event node by its graph title such as Event EnterState, not by the raw function name.
  3. For node wiring, timer callbacks, and custom events, follow the detailed workflow in the blueprint-graphs skill.
  4. For non-blocking waits, prefer Set Timer by Event, not Delay.
  5. If the requested callback is a custom event, the callback must exist as a real Custom Event node in EventGraph, not as a Create Event delegate node plus a separate function graph.
  6. Use FinishTask with pin name bSucceeded.
  7. After wiring, always inspect get_nodes_in_graph(), get_connections(), and compile_blueprint(...).success before claiming success.
  8. For complex graphs, create and verify one node at a time before creating the next node.
  9. If any node-create step fails, stop, audit the graph, clean up orphaned nodes with delete_node() / disconnect_pin(), and only then retry.
STT Strict Graph Build Mode

For STT_* task graphs built from screenshots or multi-node requests, use this execution order:

  1. Create one node.
  2. Confirm its GUID exists in a fresh get_nodes_in_graph() result.
  3. Inspect its pins with get_node_pins().
  4. Only then create the next node.
  5. After all nodes are proven present, connect one wire at a time and verify each new edge appears in get_connections().

Do not batch unresolved function-call nodes into a single tool call. If the graph depends on nodes such as Get Actor Location, Set Actor Location, or VInterp To, discover the exact node first through the Blueprint graph workflow instead of guessing the underlying function name.

STT Completion Contract

For STT_* graph edits, do not report success until the output explicitly shows:

  1. Event EnterState exists.
  2. Set Timer by Event exists.
  3. The callback event node exists in a fresh node listing and is the requested node type.
  4. The expected execution and delegate connections exist.
  5. Finish Task.bSucceeded is set correctly.
  6. Compile succeeds.

If compile succeeds but any of the checks above fail, the graph is still wrong. If compile succeeds but some required node IDs were empty during creation, the graph is still wrong.

Key Concepts

ConceptDescription
StateTree AssetThe .uasset file containing the tree definition
Subtree / Root StateTop-level state (usually named "Root") — created with empty parent_path
StateA node in the tree; can have tasks, enter conditions, transitions, and child states
TaskLogic that runs while a state is active. Can be a C++ struct (FStateTreeDelayTask) or a Blueprint asset (STT_MyTask)
Blueprint TaskAn STT_* Blueprint asset extending StateTreeTaskBlueprintBase — edited with BlueprintService
EvaluatorGlobal computation that runs every tick; provides data to all states
Global TaskTask that runs as long as the StateTree is active
TransitionRule that moves execution from one state to another
CompileConverts editor data to runtime format — required after any structural change

State Paths

States are addressed with /-separated paths starting from the subtree name:

Root                → top-level subtree
Root/Walking        → child of Root named Walking
Root/Walking/Idle   → child of Walking named Idle

⚠️ Common Mistakes

WRONGCORRECT
create_state_tree(...) returns False and you retry other paths/foldersThe path is rarely the problem — the schema is. Default StateTreeComponentSchema requires the GameplayStateTree plugin. Call list_state_tree_schemas() and pass an available schema explicitly
Creating StateTrees via AssetTools + unreal.StateTreeFactoryFails from Python (Cannot nativize 'StateTreeFactory'… / returns None) — use StateTreeService.create_state_tree()
info.name on StateTreeInfoinfo.asset_name (also: asset_path, schema_class, all_states, is_compiled)
transition.event_tagtransition.required_event_tag (StateTreeTransitionInfo)
transition.target_statetransition.target_state_name (display) or target_state_path (GotoState only)

Workflow

python
import unreal

# 1. Create the asset
created = unreal.StateTreeService.create_state_tree("/Game/AI/MyBehavior")
if not created:
    # Most common cause: the schema doesn't exist in this project. The default
    # "StateTreeComponentSchema" comes from the GameplayStateTree plugin — projects
    # without it must pass one of the schemas actually available:
    print(unreal.StateTreeService.list_state_tree_schemas())
    # then: create_state_tree("/Game/AI/MyBehavior", schema_class_name="<one of those>")

# 2. Build hierarchy (empty parent_path = new top-level subtree)
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "", "Root")
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "Root", "Idle")
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "Root", "Walking")
unreal.StateTreeService.add_state("/Game/AI/MyBehavior", "Root", "Attacking")

# 3. Add tasks
unreal.StateTreeService.add_task("/Game/AI/MyBehavior", "Root/Idle", "FStateTreeDelayTask")

# 4. Add transitions
unreal.StateTreeService.add_transition(
    "/Game/AI/MyBehavior", "Root/Idle",
    "OnStateCompleted", "GotoState", "Root/Walking")

unreal.StateTreeService.add_transition(
    "/Game/AI/MyBehavior", "Root/Walking",
    "OnStateCompleted", "Succeeded")

# 5. Compile — always required after changes
result = unreal.StateTreeService.compile_state_tree("/Game/AI/MyBehavior")
if not result.success:
    print("Errors:", result.errors)

# 6. Save
unreal.StateTreeService.save_state_tree("/Game/AI/MyBehavior")

# 7. Select the last state you modified so the user can see it
#    (open the asset first via the engine AssetTools toolset:
#     call_tool(toolset="AssetTools", tool="OpenAsset", args={"asset_path": "/Game/AI/MyBehavior"}))
unreal.StateTreeService.set_state_expanded("/Game/AI/MyBehavior", "Root", True)
unreal.StateTreeService.select_state("/Game/AI/MyBehavior", "Root/Walking")  # select whichever state you just edited

Sub-docs available

This skill's larger reference material has been split into sibling files. Load them via the engine AgentSkillToolset (GetSkills with ["state-trees/<name>"], see the vibeue skill) when you need the detail:

  • api-reference — StateTreeService API for asset/state discovery, asset creation, state management (add, type, move, remove, enable, select), and per-state tasks (add, inspect, set property — including the deterministic property pattern and FStateTreeDebugTextTask notes).
  • api-bindings — Evaluators & global tasks (add, inspect, bind), transitions (all triggers/types/priorities plus the full OnDelegate workflow), compile & save, setting the context actor class, property bindings (task → context / root parameter / global task / evaluator), assigning a StateTree to a StateTreeComponent (use StateTreeRef not StateTree), theme colors, expand/collapse, and the "service first vs execute_python_code" guidance.
  • event-payloads — Sending a StateTree event with a struct payload from a Blueprint: the Make <FMyStruct> → Make Instanced Struct → Make State Tree Event → Send State Tree Event chain, build_graph pattern, pin names to verify, and common mistakes.
  • changelog — Phase 1 & 2 new methods: state properties (set_selection_behavior, rename_state, set_state_tag, set_state_weight, set_task_considered_for_completion), root parameters (get_root_parameters, add_or_update_root_parameter, remove/rename_root_parameter), per-instance overrides on placed actors (get_component_state_tree_path, set_component_parameter_override), transition editing (update_transition, move_transition), extended task management (remove_task, move_task, set_task_enabled), Utility AI considerations (Constant, FloatInput, EnumInput — add/inspect/set/bind), conditions (enter & transition — add/remove/operand/set/bind), and extended evaluator/global task management.
  • blueprint-tasks — Creating & editing STT_* StateTree Blueprint Tasks: discovery workflow for the parent class, create_blueprint usage, correct event functions (ReceiveLatentTick, ReceiveLatentEnterState, ReceiveExitState, ReceiveStateCompleted), finding the registered _C task type name after creation, and the extended fields available on FStateTreeInfo / FStateTreeStateInfo / FStateTreeNodeInfo / FStateTreeTransitionInfo.

COMMON_MISTAKES

⚠️ "Color" Means Theme Color, Not Materials

When a user asks to rename, change, or list "colors" on a StateTree, they mean theme colors — the editor-only color labels in the StateTree's global color table. Do NOT load the materials skill or look for material parameters. Use get_theme_colors, set_state_theme_color, and rename_theme_color.

⚠️ Blueprint Global Tasks — Use Name/Path, Not Wrapper Type

add_global_task supports Blueprint tasks by name, asset path, or _C generated class — the same forms as add_evaluator. Do NOT pass "StateTreeBlueprintTaskWrapper" directly; that's an internal struct name and won't resolve to the correct Blueprint class.

python
# WRONG — passes the raw wrapper type; the specific Blueprint class won't be set
unreal.StateTreeService.add_global_task(st_path, "StateTreeBlueprintTaskWrapper")

# CORRECT — any of these forms work
unreal.StateTreeService.add_global_task(st_path, "STT_PatrolManagement")
unreal.StateTreeService.add_global_task(st_path, "STT_PatrolManagement_C")
unreal.StateTreeService.add_global_task(st_path, "/Game/StateTree/Tasks/STT_PatrolManagement")

When inspecting or binding, use the task's display name as it appears in get_state_tree_info().global_tasks[N].name (e.g. "STT PatrolManagement" — no underscore, no _C).

Show full SKILL.md (721 more words)Show less
⚠️ Blueprint Task Struct Name in get_task_property_names / bind_task_property_to_context

Blueprint tasks are stored internally as StateTreeBlueprintTaskWrapper. When calling get_task_property_names, bind_task_property_to_context, set_task_property_value, or any other task API, you can use any of these names — they all resolve to the same node:

  • "STT_Rotate_C" — the Blueprint generated class name
  • "STT_Rotate" — the Blueprint name without _C suffix
  • "STT Rotate" — the display name shown in the editor
  • "StateTreeBlueprintTaskWrapper" — the raw struct type

get_state_tree_info() shows tasks as "STT Rotate (StateTreeBlueprintTaskWrapper)" — use either the name part or the struct_type part.

⚠️ Binding Fails When Context Actor Class Is Not Set

bind_task_property_to_context returns False when the StateTree has no context actor class. The error message will say "Context 'Actor' not found — this StateTree has NO context actor class set."

Diagnosis: Call get_state_tree_info() and check context_actor_class. If it's empty, no context bindings can work.

Fix: Call set_context_actor_class() with the appropriate Blueprint actor path BEFORE binding.

python
# WRONG — binding with no context actor class set (will always fail)
unreal.StateTreeService.bind_task_property_to_context(st_path, "Root", "STT_Rotate_C", "Cube", "Actor", "")

# CORRECT — set context first, then bind
info = unreal.StateTreeService.get_state_tree_info(st_path)
if not info.context_actor_class:
    unreal.StateTreeService.set_context_actor_class(st_path, "/Game/Blueprints/BP_Cube")
unreal.StateTreeService.bind_task_property_to_context(st_path, "Root", "STT_Rotate_C", "Cube", "Actor", "")
⚠️ Forgetting to Compile

Every structural change (add state, add task, add transition) requires recompilation. Always call compile_state_tree() before save_state_tree().

python
# WRONG — changes not compiled
unreal.StateTreeService.add_state(path, "Root", "MyState")
unreal.StateTreeService.save_state_tree(path)  # saves uncompiled tree

# CORRECT
unreal.StateTreeService.add_state(path, "Root", "MyState")
result = unreal.StateTreeService.compile_state_tree(path)
if result.success:
    unreal.StateTreeService.save_state_tree(path)
⚠️ Root State Must Be Created First

You cannot add child states before creating the root subtree.

python
# WRONG — Root doesn't exist yet
unreal.StateTreeService.add_state(path, "Root", "Idle")

# CORRECT
unreal.StateTreeService.add_state(path, "", "Root")   # create Root first
unreal.StateTreeService.add_state(path, "Root", "Idle")
⚠️ Empty parentPath Creates a New Subtree

Passing an empty parent_path always creates a new top-level subtree, not a child of Root.

python
# Creates a second top-level subtree named "Idle" (NOT under Root)
unreal.StateTreeService.add_state(path, "", "Idle")   # ← wrong

# Add Idle under Root
unreal.StateTreeService.add_state(path, "Root", "Idle")  # ← correct
⚠️ GotoState Requires targetPath

Transition type "GotoState" requires a valid target_path. Other types do not.

python
# WRONG — missing target for GotoState
unreal.StateTreeService.add_transition(path, "Root/Idle", "OnStateCompleted", "GotoState")

# CORRECT
unreal.StateTreeService.add_transition(path, "Root/Idle", "OnStateCompleted", "GotoState", "Root/Walking")
⚠️ NEVER Use remove_state + add_state to "Move" a State

This is destructive and can silently drop the original state's identity and editor data.

When asked to move a StateTree state under a different parent, always use move_state. move_state reparents the existing UStateTreeState in-place, preserving its children, tasks, transitions, bindings, and per-state metadata.

remove_state followed by add_state creates a different state object. Any data attached to the original state can be lost or detached from the new copy.

python
# WRONG — destroys the original state object and recreates a lookalike
unreal.StateTreeService.remove_state(path, "Root/Idle")
unreal.StateTreeService.add_state(path, "Root/Peaceful", "Idle")

# CORRECT — reparent the existing state in-place
unreal.StateTreeService.move_state(path, "Root/Idle", "Root/Peaceful")

If move_state fails, stop and inspect the tree state. Do NOT fall back to remove+add as a workaround.

⚠️ NEVER Use remove_transition + add_transition to "Update" a Transition

This is destructive and silently deletes all conditions on the transition.

When asked to change a transition's target, trigger, or type, always use update_transition. update_transition edits the existing FStateTreeTransition in-place — all conditions are preserved.

remove_transition followed by add_transition creates a fresh transition with no conditions. Any StateTreeObjectIsValidCondition or other conditions that were wired up will be permanently lost.

python
# WRONG — destroys all conditions on the transition
unreal.StateTreeService.remove_transition(path, "Root", 0)
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Chasing")

# CORRECT — update in-place, conditions are preserved
unreal.StateTreeService.update_transition(path, "Root", 0, target_path="Root/Chasing")

If update_transition returns True but the change doesn't appear in get_state_tree_info:

  • Compile and check again — the in-memory state is updated before compile
  • Do NOT fall back to remove+add as a workaround
python
# Verify the update was applied AFTER compiling
result = unreal.StateTreeService.update_transition(path, "Root", 0, target_path="Root/Chasing")
print(f"Update result: {result}")  # True = written to editor data

compile = unreal.StateTreeService.compile_state_tree(path)
print(f"Compile: {compile.success}")

info = unreal.StateTreeService.get_state_tree_info(path)
for s in info.all_states:
    if s.path == "Root":
        for t in s.transitions:
            print(f"  Trans: Trigger={t.trigger}, Target={t.target_state_name}, Conditions={[(c.name, c.struct_type) for c in t.conditions]}")
⚠️ add_transition Rejects Duplicates — Do NOT Retry Blindly

add_transition returns False if an identical transition (same trigger, type, and target) already exists on the state. If compilation fails after adding a transition, do NOT call add_transition again with different parameters — the first transition is still in memory. Instead:

  1. Remove the failed transition with remove_transition first
  2. Then add the corrected one
python
# WRONG — retrying add_transition without removing the previous attempt
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "NextSelectableState")  # compile fails
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Idle")  # now 2 transitions!

# CORRECT — remove the failed one first, then add the corrected version
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "NextSelectableState")  # compile fails
unreal.StateTreeService.remove_transition(path, "Root", 0)  # clean up
unreal.StateTreeService.add_transition(path, "Root", "OnTick", "GotoState", "Root/Idle")  # now only 1
⚠️ Use StateTreeRef Not StateTree on StateTreeComponent

StateTreeComponent has two related properties. The editor Details panel reads StateTreeRef. Setting StateTree silently succeeds but the value does not appear in the editor.

python
# WRONG — Details panel still shows None
unreal.BlueprintService.set_component_property(bp, "StateTree", "StateTree", st_path)

# CORRECT
unreal.BlueprintService.set_component_property(bp, "StateTree", "StateTreeRef", st_path)
⚠️ Task Struct Names Include "F" Prefix
python
# WRONG
unreal.StateTreeService.add_task(path, "Root/Idle", "StateTreeDelayTask")

# CORRECT
unreal.StateTreeService.add_task(path, "Root/Idle", "FStateTreeDelayTask")
⚠️ Never Guess Task Property Names or Value Formats

set_task_property_value silently returns False when the property name or value format is wrong. Prefer the detailed result API and always:

  1. Read task.struct_type from get_state_tree_info() to get the exact struct name
  2. Inspect the struct's actual properties via get_task_property_names() before calling a setter
  3. If duplicate task structs exist on the same state, pass task_match_index explicitly
  4. Check the result object or read the value back before compiling
python
# WRONG — guessing property names and ignoring the bool result
unreal.StateTreeService.set_task_property_value(path, "Root", "FStateTreeDebugTextTask", "Color", "(R=1.0,...)")
unreal.StateTreeService.compile_state_tree(path)  # compiles even if nothing changed

# CORRECT — inspect first, then use the detailed result API
props = unreal.StateTreeService.get_task_property_names(path, "Root", "FStateTreeDebugTextTask")
for p in props:
    print(f"{p.name}: {p.type} = {p.current_value}")  # exact names + correct value format

result = unreal.StateTreeService.set_task_property_value_detailed(
    path, "Root", "FStateTreeDebugTextTask", "BindableText", "Hello from Root")
assert result.success, result.error_message
⚠️ Condition Properties That Require Bindings (e.g. "Object")

Conditions like StateTreeObjectIsValidCondition have properties that must be bound to context data or event payload — setting a string value won't work. Use bind_transition_condition_property_to_context, bind_enter_condition_property_to_context, or bind_transition_condition_property_to_event_payload instead of set_*_condition_property_value.

python
# WRONG — trying to set "Object" as a string value (will fail or compile error)
unreal.StateTreeService.set_transition_condition_property_value(
    path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "/Game/SomeActor")

# CORRECT — bind it to the context actor's property
unreal.StateTreeService.bind_transition_condition_property_to_context(
    path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "Actor", "TargetPawn")

# CORRECT — bind it to the transition's event payload property
# (when the transition has a RequiredEvent with a PayloadStruct like FStartChasingPayload)
# First inspect the payload fields instead of guessing the path.
payload_props = unreal.StateTreeService.get_transition_event_payload_property_names(path, "Root", 0)
for p in payload_props:
    print(f"{p.name}: {p.type} = {p.current_value!r}")

# The bind helper accepts friendly field names and resolves them to the reflected path.
unreal.StateTreeService.bind_transition_condition_property_to_event_payload(
    path, "Root", 0, "StateTreeObjectIsValidCondition", "Object", "TargetPawn")
⚠️ Bool Properties Drop the b Prefix in Python

UE Python bindings strip the b prefix from bool UPROPERTY names and convert to snake_case.

python
# C++ field:     bSuccess    → Python: result.success
# C++ field:     bEnabled    → Python: state_info.enabled
# C++ field:     bIsCompiled → Python: info.is_compiled

result = unreal.StateTreeService.compile_state_tree(path)
print(result.success)   # NOT result.b_success or result.bSuccess
⚠️ Use ReceiveLatentTick, Not ReceiveTick on StateTree Tasks

ReceiveTick is deprecated on StateTreeTaskBlueprintBase. Using it causes compile errors:

Cannot override 'StateTreeTaskBlueprintBase::ReceiveTick' — declared with a different signature

python
bp_path = "/Game/StateTree/STT_MyTask"

# WRONG — deprecated, will fail to compile
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveTick", 0, 0)

# CORRECT — new Tick event without return value
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveLatentTick", 0, 0)

# WRONG — deprecated Enter State
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveEnterState", 0, 0)

# CORRECT — new Enter State event without return value
unreal.BlueprintService.add_event_node(bp_path, "EventGraph", "ReceiveLatentEnterState", 0, 0)

Sample scripts (run via execute_python_code)

  • scripts/build_state_tree.txt — create a StateTree, add states + a transition (see api-reference.md for task struct names).

Additional gotchas

  • A ConstructorHelpers::FClassFinder on a Blueprint that owns a StateTree force-loads the tree before the StateTree module registers; IsReadyToRun() then stays false all session and every instance is brain-dead while looking healthy. Use a TSoftClassPtr plus LoadSynchronous() at BeginPlay instead.

© kevinpbuckley, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 6 other files (scripts) in Content/Skills/state-trees of kevinpbuckley/VibeUE.

  • SKILL.md
  • api-bindings.md
  • api-reference.md
  • blueprint-tasks.md
  • changelog.md
  • event-payloads.md
  • scripts/build_state_tree.txt

Open the folder on GitHubat commit dc051be

Compare with similar skills

State Trees next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

State Trees compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
State Trees this skillkevinpbuckley/VibeUE726—~6.4kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

Similar skills

  • Image to Three.js Model

    img2threejs/img2threejs

    Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.

    18k GitHub starsUsed in 1 repo~8.2k tokens
    Game DevelopmentAuto-check passed
  • Web Clone

    Jane-xiaoer/claude-skill-web-clone

    网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…

    1k GitHub starsUsed in 1 repo~2.7k tokens
    Game DevelopmentAuto-check passed
  • Threejs Game Director

    majidmanzarpour/threejs-game-skills

    Entrypoint for building, upgrading, and finishing Three.js browser games.

    2.5k GitHub stars~2.2k tokensUpdated 12 days ago
    Game DevelopmentAuto-check passed
  • Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.

    7.1k GitHub stars~2.8k tokensUpdated 8 days ago
    Game DevelopmentAuto-check passed
  • Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…

    1.2k GitHub starsUsed in 1 repo~1.4k tokens
    Game DevelopmentAuto-check passed
  • Uloop Execute Dynamic Code

    CyberAgentGameEntertainment/NovaShader

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed

More from kevinpbuckley/VibeUE

All 39 skills in this repo
  • Unreal Animation Bone Editor

    kevinpbuckley/VibeUE

    Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

    726 GitHub stars~1.3k tokensUpdated 2 days ago
    Auto-check passed
  • Unreal Animation Montage

    kevinpbuckley/VibeUE

    Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.

    726 GitHub stars~3.6k tokensUpdated 2 days ago
    Auto-check passed
  • Unreal AnimSequence Editor

    kevinpbuckley/VibeUE

    Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

    726 GitHub stars~3.2k tokensUpdated 2 days ago
    Auto-check passed
  • Unreal Asset Import and Export

    kevinpbuckley/VibeUE

    Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.

    726 GitHub stars~6.5k tokensUpdated 2 days ago
    Auto-check passed
  • Unreal Engine Settings Control

    kevinpbuckley/VibeUE

    Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.

    726 GitHub stars~1.3k tokensUpdated 2 days ago
    Auto-check passed
  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    726 GitHub stars~2.4k tokensUpdated 2 days ago
    Auto-check passed

Questions about State Trees

What does State Trees do?

Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). State Trees is an agent skill from kevinpbuckley/VibeUE. Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService).

When should I use State Trees?

State Trees fits situations like: the user asks to build a StateTree; add states/tasks/transitions; bind task properties; set up Utility AI considerations.

How do I install State Trees in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill state-trees -a claude-code`. Or copy the skill folder (Content/Skills/state-trees in kevinpbuckley/VibeUE) into .claude/skills/state-trees in your project. Claude Code loads it when a task matches its description.

How do I install State Trees in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill state-trees -a codex`. Or copy the skill folder (Content/Skills/state-trees in kevinpbuckley/VibeUE) into .agents/skills/state-trees in your project. Codex loads it when a task matches its description.

Can I use State Trees in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add kevinpbuckley/VibeUE --skill state-trees -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/state-trees, .gemini/skills/state-trees, .github/skills/state-trees and .opencode/skills/state-trees in your project.

What does State Trees need to run?

Going by SKILL.md and its folder, State Trees needs the command-line tools its instructions call (make). Our summary lists: Python 3.

Does State Trees access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is State Trees safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does State Trees use?

State Trees is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does State Trees use?

About 6.4k tokens (SKILL.md is roughly 26k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to State Trees?

Skills that share tags, products or a category with State Trees: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains State Trees?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 726 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

Source: kevinpbuckley/VibeUE on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.