Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Gameplay|StateTree
Sends a StateTree event with an optional typed payload to an actor’s StateTree component(s). If no State Tree Component Name is specified the event is broadcast to every StateTree component on the actor. If the task is not configured to send on exit it completes immediately after sending on enter.
Bind this to the actor whose StateTree component(s) should receive the event.
The name of a specific UStateTreeComponent on the actor to target. Leave as None to send the event to all StateTree components on the actor.
The FGameplayTag that identifies the event. Must be from the StateTreeEvent tag category.
An FInstancedStruct that carries typed data with the event. Pick any struct type — its fields appear inline in the editor as the payload.
An optional name identifying the source of the event. Leave as None if the origin does not matter.
By default the event is sent when the state is entered. You can also send it on exit, with fine-grained control over which exit reasons trigger the send (Stopped, Succeeded, or Failed). See Enter / Exit Firing for a full explanation.
If the actor is invalid or has no StateTree component the task will fail. You can control whether a failure causes the task to return Failed or Succeeded using the Error Means Failure option.