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.
Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService).
$ npx skills add kevinpbuckley/VibeUE --skill state-trees -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install kevinpbuckley/VibeUE state-trees --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "state-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/state-trees into .claude/skills/state-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "state-trees", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/state-treesType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add kevinpbuckley/VibeUE --skill state-trees -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install kevinpbuckley/VibeUE state-trees --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Content/Skills/state-trees .agents/skills/state-trees && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "state-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/state-trees into .agents/skills/state-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "state-trees", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill state-trees -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install kevinpbuckley/VibeUE state-trees --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Content/Skills/state-trees .cursor/skills/state-trees && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "state-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/state-trees into .cursor/skills/state-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "state-trees", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/kevinpbuckley/VibeUE.git --path Content/Skills/state-trees--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add kevinpbuckley/VibeUE --skill state-trees -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install kevinpbuckley/VibeUE state-trees --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Content/Skills/state-trees .gemini/skills/state-trees && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "state-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/state-trees into .gemini/skills/state-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "state-trees", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install kevinpbuckley/VibeUE state-treesInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add kevinpbuckley/VibeUE --skill state-trees -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .github/skills && cp -r skills-src/Content/Skills/state-trees .github/skills/state-trees && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "state-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/state-trees into .github/skills/state-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "state-trees", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add kevinpbuckley/VibeUE --skill state-trees -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install kevinpbuckley/VibeUE state-trees --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Content/Skills/state-trees .opencode/skills/state-trees && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "state-trees" agent skill from https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/state-trees into .opencode/skills/state-trees/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "state-trees", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
state-treesCreate, 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). 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.
9 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit dc051be. It shows what the files ask for, not the result of running them.
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.
Ships 1 file in scripts/, which the agent can run.
Shell commands in SKILL.md call:
makeFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 1,867 words, ~6,394 tokens.
.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.🧠 Brains complement: IF an
unreal-engine-skills-managertool (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 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 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:
GetDescription, ReceiveLatentTick, ReceiveLatentEnterState, etc.)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"]})When editing STT_* Blueprint task graphs:
override_function() for StateTree task events like ReceiveLatentEnterState.Event EnterState, not by the raw function name.blueprint-graphs skill.Set Timer by Event, not Delay.Custom Event node in EventGraph, not as a Create Event delegate node plus a separate function graph.FinishTask with pin name bSucceeded.get_nodes_in_graph(), get_connections(), and compile_blueprint(...).success before claiming success.delete_node() / disconnect_pin(), and only then retry.For STT_* task graphs built from screenshots or multi-node requests, use this execution order:
get_nodes_in_graph() result.get_node_pins().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.
For STT_* graph edits, do not report success until the output explicitly shows:
Event EnterState exists.Set Timer by Event exists.Finish Task.bSucceeded is set correctly.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.
| Concept | Description |
|---|---|
| StateTree Asset | The .uasset file containing the tree definition |
| Subtree / Root State | Top-level state (usually named "Root") — created with empty parent_path |
| State | A node in the tree; can have tasks, enter conditions, transitions, and child states |
| Task | Logic that runs while a state is active. Can be a C++ struct (FStateTreeDelayTask) or a Blueprint asset (STT_MyTask) |
| Blueprint Task | An STT_* Blueprint asset extending StateTreeTaskBlueprintBase — edited with BlueprintService |
| Evaluator | Global computation that runs every tick; provides data to all states |
| Global Task | Task that runs as long as the StateTree is active |
| Transition | Rule that moves execution from one state to another |
| Compile | Converts editor data to runtime format — required after any structural change |
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| WRONG | CORRECT |
|---|---|
create_state_tree(...) returns False and you retry other paths/folders | The 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.StateTreeFactory | Fails from Python (Cannot nativize 'StateTreeFactory'… / returns None) — use StateTreeService.create_state_tree() |
info.name on StateTreeInfo | info.asset_name (also: asset_path, schema_class, all_states, is_compiled) |
transition.event_tag | transition.required_event_tag (StateTreeTransitionInfo) |
transition.target_state | transition.target_state_name (display) or target_state_path (GotoState only) |
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 editedThis 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.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.
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.
# 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).
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 typeget_state_tree_info() shows tasks as "STT Rotate (StateTreeBlueprintTaskWrapper)" — use
either the name part or the struct_type part.
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.
# 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", "")Every structural change (add state, add task, add transition) requires recompilation.
Always call compile_state_tree() before save_state_tree().
# 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)You cannot add child states before creating the root subtree.
# 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")Passing an empty parent_path always creates a new top-level subtree, not a child of Root.
# 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") # ← correctTransition type "GotoState" requires a valid target_path. Other types do not.
# 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")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.
# 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.
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.
# 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:
# 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 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:
remove_transition first# 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 1StateTreeRef Not StateTree on StateTreeComponentStateTreeComponent has two related properties. The editor Details panel reads StateTreeRef.
Setting StateTree silently succeeds but the value does not appear in the editor.
# 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)# WRONG
unreal.StateTreeService.add_task(path, "Root/Idle", "StateTreeDelayTask")
# CORRECT
unreal.StateTreeService.add_task(path, "Root/Idle", "FStateTreeDelayTask")set_task_property_value silently returns False when the property name or value format is wrong. Prefer the detailed result API and always:
task.struct_type from get_state_tree_info() to get the exact struct nameget_task_property_names() before calling a settertask_match_index explicitly# 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_messageConditions 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.
# 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")b Prefix in PythonUE Python bindings strip the b prefix from bool UPROPERTY names and convert to snake_case.
# 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.bSuccessReceiveLatentTick, Not ReceiveTick on StateTree TasksReceiveTick is deprecated on StateTreeTaskBlueprintBase. Using it causes compile errors:
Cannot override 'StateTreeTaskBlueprintBase::ReceiveTick' — declared with a different signature
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)execute_python_code)scripts/build_state_tree.txt — create a StateTree, add states + a transition (see api-reference.md for task struct names).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
SKILL.md and 6 other files (scripts) in Content/Skills/state-trees of kevinpbuckley/VibeUE.
Open the folder on GitHubat commit dc051be
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| State Trees this skillkevinpbuckley/VibeUE | 726 | — | ~6.4k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
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.
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 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
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…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
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.
kevinpbuckley/VibeUE
Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.
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.
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.
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.
kevinpbuckley/VibeUE
Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.
Categories
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).
State Trees fits situations like: the user asks to build a StateTree; add states/tasks/transitions; bind task properties; set up Utility AI considerations.
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.
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.
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.
Going by SKILL.md and its folder, State Trees needs the command-line tools its instructions call (make). Our summary lists: Python 3.
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.
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.
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.
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.
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.
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.