unreal.StateTreeState

class unreal.StateTreeState(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Editor representation of a state in StateTree

C++ Source:

  • Plugin: StateTree

  • Module: StateTreeEditorModule

  • File: StateTreeState.h

Editor Properties: (see get_editor_property/set_editor_property)

  • check_prerequisites_when_activating_child_directly (bool): [Read-Write] Should state’s required event and enter conditions be evaluated when transition leads directly to it’s child.

  • color_ref (StateTreeEditorColorRef): [Read-Write] Display color of the State

  • considerations (Array[StateTreeEditorNode]): [Read-Write] Expression of enter conditions that needs to evaluate true to allow the state to be selected.

  • enabled (bool): [Read-Write]

  • enter_conditions (Array[StateTreeEditorNode]): [Read-Write] Expression of enter conditions that needs to evaluate true to allow the state to be selected.

  • has_required_event_to_enter (bool): [Read-Write]

  • id (Guid): [Read-Write]

  • linked_asset (StateTree): [Read-Write] Another State Tree asset to run as extension of this State.

  • linked_subtree (StateTreeStateLink): [Read-Write] Subtree to run as extension of this State.

  • name (Name): [Read-Write] Display name of the State

  • parameters (StateTreeStateParameters): [Read-Write] Parameters of this state. If the state is linked to another state or asset, the parameters are for the linked state.

  • required_event_to_enter (StateTreeEventDesc): [Read-Write] Defines the event required to be present during state selection for the state to be selected.

  • selection_behavior (StateTreeStateSelectionBehavior): [Read-Write] How to treat child states when this State is selected.

  • single_task (StateTreeEditorNode): [Read-Write] Single item used when schema calls for single task per state.

  • tag (GameplayTag): [Read-Write] GameplayTag describing the State

  • tasks (Array[StateTreeEditorNode]): [Read-Write]

  • transitions (Array[StateTreeTransition]): [Read-Write]

  • type (StateTreeStateType): [Read-Write] Type the State, allows e.g. states to be linked to other States.

  • weight (float): [Read-Write] Weight used to scale the normalized final utility score for this state