How to Interact with SmartObject StateTrees from external blueprint

Morning everyone. I’m getting familiar with Smart Objects using statetrees.

What I’m trying to setup is a chair an NPC sits on in loop forever. Then an external blueprint should be responsible to tell this setup that its time for the NPC to stand up and leave.

I set up my SmartObject’s state tree to have two steps, one with the loop, and then a second one for the exit. I’m tring to setup an event based transition from my loop to the exit but I can’t seem to hit the SO’s statetree when I use the Send State Tree Event node. I manage to hit the NPC’s personal state tree, but not the SmartObject one and haven’t figured out how to get a reference to the statetreecomponent that controls that statetree.

So does anyone know what is the best approach to interact with a Smart Object’s statetree from an external blueprint?

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We do not have a generic RunStateTree style SmartObject definition in the engine or GameplaySmartObject plugin. Are you using a custom behavior definition and config to run this? Is this from another plugin in the engine such as GameplayInteractions? (which I would encourage you not to use as it has several non-working pieces in it last I checked)

The key point will come down to who/what owns the running StateTree. I might be able to help run down where that is with a bit more info.

-James

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