StateTree Tools

Ready-made StateTree tools for Unreal Engine 5


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Call Widget Event

Plugin: StateTreeToolsCore Category: UI Availability: StateTree Tools 2.0+

Calls a BlueprintCallable or Blueprint Event function on a bound UUserWidget by name. Works the same way as Call Actor Event but targets a widget directly — no component name needed.


Configuration

Widget (input)

Bind this to the UUserWidget you want to call the function on (e.g. the output of a Create Widget task).

Widget Class

Set this to the class of the bound widget. The editor uses this to populate the Event Name dropdown. When Widget is bound and the class can be inferred from the binding it is filled in automatically.

Event Name

Pick the function to call from the dropdown. Only BlueprintCallable and Blueprint Event functions defined in the widget’s Blueprint class appear — native handlers such as Construct and Tick are excluded.

Parameters

Auto-populated when Event Name is selected. One field appears per input parameter of the chosen function. Fill in or bind each field as needed.


When to Fire

By default the event is called when the state is entered. You can also call it on exit, with separate toggles for which exit reasons trigger the call (Stopped, Succeeded, or Failed). See Enter / Exit Firing for a full explanation.


Error Handling

If Widget is invalid or the function cannot be found 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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