The StateTree skill provides comprehensive guidance and editor-service workflows for creating and editing Unreal Engine StateTree assets — hierarchical state machines used for AI behavior and game logic. It documents deterministic patterns for adding states, tasks, transitions, bindings, compiling, and saving, and explains how to coordinate with Blueprint-based STT_* tasks.
Load this skill when you need to programmatically create or modify StateTree assets, edit state/task properties, set up transitions (including delegate-bound transitions), manage theme colors, or perform per-instance parameter overrides on placed actors. Also required when workflow involves Blueprint task internals — the skill explicitly recommends loading the blueprints and blueprint-graphs skills for graph edits.
Agents with Unreal Editor Python access (editor automation) or tools that can execute editor-service RPCs (VibeUE) should use this skill. It is targeted at game-engine automation and requires the Blueprints skill for Blueprint internals.
Comprehensive documentation skill for Unreal Engine StateTree asset creation and editing via unreal.StateTreeService. No bundled scripts — pure reference documentation. Thorough API reference with workflow examples, common mistake warnings, and deterministic patterns for task property editing. Well-structured frontmatter with keywords and class references. Niche but valuable for UE developers.
Pure documentation skill, no executable code. No security concerns whatsoever. Unusually detailed and well-written for its domain. 65KB of content covering full StateTree API.