Individual skill
state-trees
Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). Use when the user asks to build a StateTree, add states/tasks/transitions, bind task properties, set up Utility AI considerations, or wire StateTree delegate transitions.
Content/Skills/state-trees/SKILL.md
Source commit b0c1bfeac7acc36b37714c5871f1c6af3bd97184
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- Observed behavior
- Local scripts
- Last checked
- Nov 10, 2026
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Repository context
- Repository stars (not skill ratings)
- 826
- Repository last updated
- Nov 10, 2026
- License
- MIT
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- ai Repository topic
- gamedev Repository topic
- mcp Repository topic
- mcp-server Repository topic
- ue5 Repository topic
- unreal-engine Repository topic
- vibe-coding Repository topic
- ai-tools Repository topic
- automation Repository topic
- blueprint Repository topic
- engineering Derived category
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Read excerpt
> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "ai-and-navigation"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
# StateTree Skill
StateTree is Unreal Engine's hierarchical state machine system for AI behavior and game logic.
This skill covers creating and editing StateTree assets via `unreal.StateTreeService`.
## ⚠<U+FE0F> StateTree Blueprint Tasks Require the Blueprints Skill
**StateTree Tasks prefixed `STT_` (e.g. `STT_Rotate`, `STT_Move`) are Blueprint assets.**
They are edited with `BlueprintService`, not `StateTreeService`.
**Always load the `blueprints` skill** when the user asks to:
- Add or edit variables on an STT task