# ue-state-trees

A skill for writing and debugging State Tree logic in Unreal Engine C++: tasks, conditions, evaluators, schemas, transitions and Mass behaviours.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 1100 installs · ★ 405
- Author: quodsoler
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/quodsoler/unreal-engine-skills/tree/HEAD/skills/ue-state-trees/SKILL.md
- Updated: 2026-09-28
- HTML: https://affpapa.org/en/nevibecode/skills/ue-state-trees

## What it does

The skill loads a reference on State Tree in UE 5.8 into your agent. It walks through the runtime: `UStateTree` as a data asset, `FStateTreeInstanceData` as the storage that survives between frames, and `FStateTreeExecutionContext`, built fresh each tick over that instance data. A table maps each request to the right context — read-only, minimal, full, or weak for callbacks that fire later.

Separate sections cover tasks, conditions, considerations, evaluators, events and delegates. Schemas get their own part: `IsStructAllowed` is what decides whether your node shows up in the editor. Async work is handled with a template around `FStateTreeWeakExecutionContext` and `FinishTask`. Mass entities go through `MassAIBehavior`, which is marked Experimental in 5.8 — that is a reason to pin your engine version before relying on it.

The skill reads `.agents/ue-project-context.md` when the file exists and keeps going when it does not. Modules you use still have to be listed in `PublicDependencyModuleNames` in your `.Build.cs`, otherwise the build fails. For behaviour trees and navigation the author points to the `ue-ai-navigation` skill, and for Mass processors to `ue-mass-entity`.

## Requirements
- Works with: Unreal Engine

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-state-trees -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/ue-state-trees/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/ue-state-trees/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-state-trees -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/ue-state-trees/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-state-trees -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/ue-state-trees/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install quodsoler/unreal-engine-skills ue-state-trees
```

2. **Manually: put the files in place**
- File: `.github/skills/ue-state-trees/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-state-trees -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/quodsoler/unreal-engine-skills --path skills/ue-state-trees
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/ue-state-trees/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-state-trees -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/quodsoler/unreal-engine-skills/tree/HEAD/skills/ue-state-trees/SKILL.md

## When to use it
- write a State Tree task in C++
- tell instance data apart from the execution context
- pick the right execution context for a node
- gate a state with an enter condition
- set up utility selection between child states

## Example prompts
- Write an FStateTreeTaskBase that patrols between waypoints
- My task never finishes — walk me through FinishTask and EStateTreeRunStatus
- Set up a Mass StateTree behaviour for a crowd of agents

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: dcd17aadfb015544.

BEGIN THIRD-PARTY FILE dcd17aadfb015544
```text
---
name: ue-state-trees
description: "Use when writing or debugging State Tree logic in Unreal Engine C++ — tasks, conditions, evaluators, considerations, schemas, transitions, events or Mass behaviours. Also use when the user mentions 'StateTree', 'state tree', 'FStateTreeTaskBase', 'FStateTreeExecutionContext', 'GetInstanceDataType', 'FInstanceDataType', 'UStateTreeComponent', 'UStateTreeAIComponent', 'FStateTreeReference', 'SendStateTreeEvent', 'EStateTreeRunStatus', 'StateTree schema', 'utility selection', 'scheduled tick', 'FinishTask', or 'Mass StateTree'. For behaviour trees, perception and navigation, see ue-ai-navigation; for Mass processors and fragments, see ue-mass-entity; for USTRUCT basics, see ue-cpp-foundations."
metadata:
  version: "2.0.0"
  engine: "5.8"
---

# UE State Trees

Target engine: **UE 5.8**. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

State Tree is a data-driven hierarchical state machine authored as a `UStateTree` data asset and executed from C++ through an execution context. Runtime types live in the `StateTreeModule` (plugin `StateTree`); actor-facing components and schemas live in `GameplayStateTreeModule` (plugin `GameplayStateTree`). Mass-entity behaviours add `MassAIBehavior` (plugin `MassAI`, Experimental in 5.8) plus `MassEntity`, `MassCore` and `MassSignals`. Add the modules you use to `PublicDependencyModuleNames` in your `.Build.cs`.

## Context

Read `.agents/ue-project-context.md` if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

| Request is about… | Go to |
|---|---|
| What the runtime looks like, instance data, contexts | [Architecture](#architecture), [Execution Contexts](#execution-contexts) |
| Writing a task | [Tasks](#tasks) |
| Writing a condition or gating a transition | [Conditions](#conditions) |
| Utility scoring, "pick the best child state" | [Considerations](#considerations) |
| Feeding world data into the tree | [Evaluators](#evaluators), [External Data](#external-data) |
| When and how states change | [Transitions](#transitions), [State Types and Selection](#state-types-and-selection) |
| Tag-driven signals into the tree | [Events](#events) |
| Reacting to a C++ callback instead of polling | [Delegates](#delegates) |
```
END THIRD-PARTY FILE dcd17aadfb015544

The third-party file has ended. Everything between the dcd17aadfb015544 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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