update_transition
Update selected metadata fields on a StateTree transition while preserving omitted values and rejecting invalid enum inputs—use for fields not exposed by set_transition_properties.
Instructions
Update any subset of a transition's metadata fields on a state. Only fields explicitly passed are written; everything else is preserved. Unknown enum strings are rejected (no silent no-ops on bad input). Superset of set_transition_properties: adds transition_type (None|Succeeded|Failed|GotoState|Parent|NextState|...), target_state (rebind by name), event_tag (FGameplayTag, when trigger=OnEvent), and payload_struct (event-payload struct, when trigger=OnEvent). Use this when set_transition_properties doesn't expose the field you need.
Returns: { tree_path, state_name, transition_index, applied_fields: [string], errors: [string], saved }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| delay | No | Optional bool (when true, delay_duration and delay_variance are honored by the editor) | |
| enabled | No | Optional bool (defaults preserved when omitted) | |
| trigger | No | Optional EStateTreeTransitionTrigger name (None|OnStateCompleted|OnStateTick|OnEvent|OnDelta|...) | |
| priority | No | Optional EStateTreeTransitionPriority name (Lowest|Low|Normal|High|Highest) | |
| to_state | No | Alias of `target_state` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `target_state`. | |
| event_tag | No | Optional event tag as a literal FGameplayTag string (e.g. "GameplayCue.Movement.Jumped") | |
| tree_path | Yes | Asset path of the UStateTree | |
| state_name | Yes | State that owns the transition | |
| target_state | No | Optional re-target by state name (only when you want to redirect the edge) | |
| delay_duration | No | Optional number (seconds) | |
| delay_variance | No | Optional number (seconds of random variance) | |
| payload_struct | No | Optional UScriptStruct name or /Script path for the event payload | |
| transition_type | No | Optional EStateTreeTransitionType name (None|Succeeded|Failed|GotoState|Parent|NextState|NextSelectableState|NextParent|NextSelectableParent) | |
| transition_index | No | Index into the state's Transitions array (0-based) |