Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Gameplay | Events
Calls a Blueprint event on an actor and keeps the state alive until the Blueprint signals that the action is complete. This is the primary way to drive async Blueprint logic, such as playing a cutscene, running a custom animation sequence, or waiting for player input, directly from a StateTree state.
When the state is entered, the task calls the configured Blueprint event and passes it an FStateTreeTools_ActionPayload containing a Phase (Starting) and a Handle. The state remains active until your Blueprint calls Finish Action with that handle.
If the state is exited before the Blueprint finishes, because a higher-priority transition fired, the task calls the same event again with Phase = Stopping, giving your Blueprint a chance to clean up (stop a sound, end an animation, etc.). The task then completes regardless of whether Finish Action is called during the stopping phase.
Your Blueprint event must have FStateTreeTools_ActionPayload as its first user-authored parameter. Engine-supplied world-context parameters are ignored for this check and are not shown as configurable inputs. Only events with this signature appear in the Event Name dropdown.
Inside the event:
Starting to begin your work, and Stopping to cancel or clean up.Finish Action can be called from anywhere, a timer, an animation notify, a delegate, as long as you have the handle.
Bind this to the actor whose Blueprint event you want to call.
Set this to the Blueprint class of the actor. Used in the editor to populate the event dropdown; does not affect runtime behaviour.
If the event lives on a component rather than the actor itself, enter the component’s name here.
Select the event to call from the dropdown. Only Blueprint events whose first parameter is FStateTreeTools_ActionPayload are listed.
Any input parameters on the event beyond the payload appear here automatically and can be filled in or bound to values elsewhere in the StateTree.
StateTree Tools 2.0+ adds array support for these additional event parameters.
If enabled, the task automatically fails after Timeout Seconds if Finish Action has not been called. Useful as a safeguard against Blueprint logic that never completes. Whether a timeout counts as a failure or a success is controlled by the Error Means Failure option.
Finish Action, the task completes immediately in the same frame via the async execution context. No per-frame tick is needed.Finish Action is called. There is a one-frame delay between the Finish Action call and the task completing.If the actor is invalid, the component is not found, or the named event does not exist at runtime, the task will fail. You can control whether this returns Failed or Succeeded using the Error Means Failure option. If Actor Class and Component Name are set, the editor also validates that the selected component and event still exist on that actor class.
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