Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Animation
Plays an animation montage on a Skeletal Mesh Component and keeps the task running until the montage ends. Output delegate dispatchers fire for each montage lifecycle event — Completed, Interrupted, BlendOut, and BlendedIn — so downstream states or transitions can react to each phase.
Bind this to the actor whose Skeletal Mesh Component you want to animate. The component is resolved automatically based on the Setup.
Editor-only helper that stores the actor class and the name of the Skeletal Mesh Component to use. The actor class is auto-populated from the Actor binding; the component picker filters to USkeletalMeshComponent.
The UAnimMontage asset to play.
Playback speed multiplier. Default is 1.0.
Time offset in seconds at which playback begins within the montage. Default is 0.0.
The montage section to jump to when playback starts. Leave as None to start from the beginning.
When enabled, all other montages playing on the same Anim Instance are stopped before this one starts. Default is true.
When enabled the montage is stopped and blended out when the task exits (e.g. because a higher-priority transition fired). Default is true. When disabled the montage continues playing after the state exits.
When enabled the task completes with Failed status if the montage is interrupted. Default is false.
Fires when the montage plays through to its natural end. Bind the FStateTreeDelegateDispatcher output to other parts of the tree, or configure the OutputEventAction to dispatch a StateTree event automatically.
Fires when the montage is interrupted (for example by another montage). Configure the OutputEventAction to dispatch a StateTree event if needed.
Fires when the montage begins blending out. Configure the OutputEventAction to dispatch a StateTree event if needed.
Fires when the montage finishes blending in and is fully active. Configure the OutputEventAction to dispatch a StateTree event if needed.
OutputEventAction fields dispatch their configured StateTree events immediately when each callback fires.FStateTreeDelegateDispatcher does not exist before UE 5.6 and these fields compile as no-op placeholders.If the Actor is invalid, the Skeletal Mesh Component is not found, or the montage cannot be played, the task will fail. The task inherits Error Means Failure from FStateTreeTools_TaskCommon.