unreal.StateTreeTransition

class unreal.StateTreeTransition

Bases: StructBase

Editor representation of a transition in StateTree

C++ Source:

  • Plugin: StateTree

  • Module: StateTreeEditorModule

  • File: StateTreeState.h

Editor Properties: (see get_editor_property/set_editor_property)

  • conditions (Array[StateTreeEditorNode]): [Read-Write] Conditions that must pass so that the transition can be triggered.

  • delay_duration (float): [Read-Write] Transition delay duration in seconds.

  • delay_random_variance (float): [Read-Write] Transition delay random variance in seconds.

  • delay_transition (bool): [Read-Write] Delay the triggering of the transition.

  • event_tag (GameplayTag): [Read-Write] Tag of the State Tree event that triggers the transition.

  • id (Guid): [Read-Write]

  • priority (StateTreeTransitionPriority): [Read-Write] Transition priority when multiple transitions happen at the same time. During transition handling, the transitions are visited from leaf to root. The first visited transition, of highest priority, that leads to a state selection, will be activated.

  • state (StateTreeStateLink): [Read-Write] Transition target state.

  • transition_enabled (bool): [Read-Write] True if the Transition is Enabled (i.e. not explicitly disabled in the asset).

  • trigger (StateTreeTransitionTrigger): [Read-Write] When to try trigger the transition.