remove_tree_binding
Remove a property binding on a StateTree node to clear it like the editor and save the asset. Returns removal status and remaining bindings.
Instructions
Remove the property binding whose target is target_property on one node of a StateTree asset (and any binding to a sub-property of it), the way the StateTree editor clears a binding, then save the asset. Nothing bound there is not an error: removed is false and the asset is not saved. Returns removed, removed_count and remaining (bindings left in the tree); list them with list_tree_bindings.
Returns: { tree_path, target_kind, state_name?, target_index, target_property, target_struct_id, removed, removed_count, remaining, saved }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| tree_path | Yes | Asset path of the StateTree, e.g. "/Game/AI/ST_Guard". | |
| state_name | No | Name of the state that owns the target node; needed for the task, condition, consideration and transition kinds. | |
| target_kind | Yes | Node list of the binding target: "task", "condition" (a state enter condition; "enter_condition" also works), "consideration", "transition" (a transition condition), "global_task" or "evaluator". | |
| target_index | No | 0-based index of the target node in its list, default 0; for the transition kind, the index into the Conditions of that transition. | |
| target_property | Yes | Property path of the binding target on that node, as list_tree_bindings shows it in target_path, e.g. "BindableText". | |
| transition_index | No | 0-based index into the state transitions; used only by the transition kind. |