StateTree Tools

Ready-made StateTree tools for Unreal Engine 5


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Spawn System Attached

Plugin: StateTreeToolsCore Category: Niagara

Spawns a Niagara particle system attached to a scene component or actor 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 depending on the Destroy On Exit setting. The spawned component is written to the Spawned Niagara Component output.

Note: There is a known issue with using property functions to supply AttachToComponent directly. Until it is resolved, use the Attach To Actor and Attach To Actor Component Name fields together as an alternative.


Configuration

Attach To Component (optional input)

The USceneComponent to attach to. Due to a known issue with property functions, prefer using Attach To Actor + Attach To Actor Component Name instead.

Attach To Actor (optional input)

The actor whose component the system should attach to.

Attach To Actor Component Name

The name of the component on Attach To Actor to attach to. Leave empty to attach to the actor’s root component.

Attach Point Name

The socket or bone name on the target component to attach to. Leave empty to attach to the component’s origin.

System Template

The UNiagaraSystem asset to spawn.

Location

Offset from the attachment point.

Rotation

Rotation offset from the attachment point.

Location Type

Controls how Location and Rotation are interpreted relative to the attachment. Default is KeepRelativeOffset.

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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