Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Utilities | Properties Availability: StateTree Tools 2.0+
Sets any exposed property on a bound component when the state is entered, exited, or both. The property and its value are configured directly in the StateTree editor.
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 property you want to set.
Set this to the Blueprint class of the component. This is used in the editor to populate the property dropdown and does not affect runtime behaviour.
Select the property to set from the dropdown. The list is populated from the Component Class.
Once a property is selected, a matching value field appears here automatically. Fill it in directly or bind it from elsewhere in the StateTree.
StateTree Tools 2.0+ adds array support here, so array properties can be set directly through the node.
By default the property is set when the state is entered. You can change this to set on exit instead, or on both enter and exit. See Enter / Exit Firing for the shared timing behaviour used by these task nodes.
If the component is invalid, the named property does not exist, or there is a type mismatch 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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