StateTree Tools

Ready-made StateTree tools for Unreal Engine 5


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Spawn System at Location

Plugin: StateTreeToolsCore Category: Niagara

Spawns a Niagara particle system at a world-space location when the state is entered. The task remains running until the system finishes on its own, then succeeds. On state exit the system is either destroyed immediately or deactivated (letting existing particles linger) depending on the Destroy On Exit setting. The spawned component is written to the Spawned Niagara Component output.


Configuration

System Template

The UNiagaraSystem asset to spawn.

Location

The world-space position at which the system is spawned.

Rotation

The initial world-space rotation of the spawned system.

Scale

The world-space scale of the spawned system. Default is (1, 1, 1).

Auto Destroy

When enabled the Niagara component destroys itself after the simulation ends. Default is true.

Auto Activate

When enabled the system activates immediately on spawn. Default is true.

Pooling Method

Controls whether and how the Niagara Component Pool is used for this spawn. Default is None (no pooling).

Pre Cull Check

When enabled the engine performs a pre-cull visibility check before spawning. Default is true.

Destroy On Exit

When enabled the system is destroyed immediately when the state exits, killing all existing particles at once. When disabled the system is deactivated and existing particles are allowed to linger until they die naturally. Default is false.

Spawned Niagara Component (output)

Receives the UNiagaraComponent that was created. Bind downstream tasks or conditions to this output to control or query the running system.


Unreal Engine Version Notes

UE 5.6 and later

UE 5.5


Error Handling

If the System Template is not set the task will fail at compile time. The task inherits Error Means Failure from FStateTreeTools_TaskCommon.

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