Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Utilities | Events Availability: StateTree Tools 2.0+
Broadcasts a Blueprint event dispatcher (multicast delegate) on a bound component 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.
UE 5.7 and earlier known issue: Unreal has a component-binding UI bug that can cause the details panel to continuously refresh when you bind a component property directly into this node’s Component input. If that happens, create a StateTree parameter of the component type, set up the component reference there, and bind that parameter into Component instead.
Bind this to the component whose event dispatcher you want to broadcast.
Set this to the Blueprint class of the component. This is used in the editor to populate the delegate dropdown and does not affect runtime behaviour.
Select the event dispatcher to broadcast from the dropdown. The list is populated from the Component Class. Only Blueprint-assignable event dispatchers are shown.
Once a delegate is selected, its 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 delegate parameters here, so array-valued delegate inputs can be supplied directly through the node.
By default the delegate is broadcast 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.
If the component is invalid or the named delegate 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.
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