set_condition_property
Set a property on a StateTree condition node via reflection and save the asset. Edit enter or transition conditions by tree path, state name, and index.
Instructions
Write one property of a condition node on a StateTree state by reflection and save the asset: an enter condition, or a transition condition with target_kind "transition". Only node struct properties are reachable, not instance data. Returns value_changed, new_value and saved; the same value again gives value_changed false.
Returns: { tree_path, state_name, target_kind, transition_index, condition_index, property, set, value_changed, saved }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| value | Yes | New value as JSON: a number, bool or string, or an object for a struct property, applied through FJsonObjectConverter. | |
| 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. |