get_condition_property
Read a property from a StateTree condition node by reflection, for enter or transition conditions, without changing the asset. Returns JSON with value, C++ type, and has_value.
Instructions
Read one property of a condition node on a StateTree state by reflection, without changing the asset: an enter condition, or a transition condition with target_kind "transition". Returns the value as JSON with its C++ type and has_value; only node struct properties are reachable, not instance data.
Returns: { tree_path, state_name, target_kind, transition_index, condition_index, property, type, value, has_value }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| property | Yes | Name of a property on the condition node struct, e.g. "bInvert" on a compare condition; case-insensitive. | |
| tree_path | Yes | Asset path of the StateTree, e.g. "/Game/AI/ST_Guard". | |
| state_name | Yes | Name of the state that owns the condition; the command fails without it. | |
| target_kind | No | Which list holds the condition: "state" (default, EnterConditions) or "transition" (Conditions of transition transition_index); any other value means "state". | |
| condition_index | No | 0-based index into the selected condition list; omitting it fails as out of range. | |
| transition_index | No | 0-based index into the state transitions; used only when target_kind is "transition", where omitting it fails. |