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Ready-made StateTree tools for Unreal Engine 5


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Call Actor Event

Plugin: StateTreeToolsCore Category: Utilities | Events

Calls any Blueprint event or function on an actor (or one of its components) when the state is entered, exited, or both. Parameters are configured directly in the StateTree editor and can be bound to other values in the tree.


Configuration

Actor

Bind this to the actor you want to call the function on. This is typically bound from the StateTree’s context or from a parent state.

Actor Class

Set this to the Blueprint class of the actor. This is used in the editor to populate the function dropdown. It does not affect runtime behaviour; it is only needed so the editor knows which functions to list.

Component Name (optional)

If the function lives on a component rather than the actor itself, enter the component’s name here. Leave it empty to call the function directly on the actor.

Event Name

Select the function to call from the dropdown. The list is populated from the Actor Class (or the selected component’s class). Only Blueprint-callable functions are shown.

Parameters

Once an event is selected, its input parameters appear here automatically. Fill them in directly or bind them to values elsewhere in the StateTree.

StateTree Tools 2.0+ adds array support for event parameters here, so array-valued Blueprint inputs can be supplied directly through the node.


When to Fire

By default the function is called when the state is entered. You can change this to fire on exit instead, or on both enter and exit. See Enter / Exit Firing for a full explanation of how this works across all tasks.


Error Handling

If the actor is invalid, the component is not found, or the named function does not exist at runtime, the task will fail. You can control whether a failure causes the task to return Failed or Succeeded using the Error Means Failure option. If Actor Class and Component Name are set, the editor also validates that the selected component and event still exist on that actor class.

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