State Tree : How to Change Task Icon (in blueprint/c++)

i want to change these icon


as far as i know i can change it at class default icon name

but i still don’t know list of StyleSetName and StyleName that editor have

Have you ever found an answer to this? I’ve been wondering the same thing.

This bugged me too, so I looked in the source of one of the provided tasks like “Move To”.

In there it is set via FName:
(your install path might vary)
C:\Program Files\UE_5.6\Engine\Plugins\Runtime\GameplayStateTree\Source\GameplayStateTreeModule\Public\Tasks\StateTreeMoveToTask.h
virtual FName GetIconName() const override
{
return FName("StateTreeEditorStyle|Node.Movement");
}

The available icons of StateTreeEditorStyle are written in:
(your install path might vary)
C:\Program Files\UE_5.6\Engine\Plugins\Runtime\StateTree\Source\StateTreeEditorModule\Private\StateTreeEditorStyle.cpp

In other words, to use the icon name, you need to specify the FSlateStyleSet by name, followed by a Pipe symbol, followed by the name of the icon.

I believe you could use any FSlateStyleSet to specify an icon, as long as you know its name, and the icon name.

There exists this repo, but it might be outdated since it was created with UE4:

The current Icons in StateTreeEditorStyle are:
Action & Movement Icons

String Suffix Description / Visual
Node.Movement The “Running Man” (This is the one you want)
Node.Navigation A map marker/location pin style icon
Node.Animation Often a clapperboard or skeletal mesh icon
Node.Find A magnifying glass (Great for EQS or “Search” tasks)
Node.Task The generic clipboard/list icon
Node.Function The “f(x)” or blueprint node style icon

Logic & Flow Icons

String Suffix Description / Visual
Node.RunParallel Two arrows splitting (Great for parallel tasks)
Node.EnableDisable A Checkmark Circle (Good for boolean checks)
Node.Time A Clock (Great for “Wait” or “Delay” tasks)
Node.Sync A Refresh/Cycle arrows icon
Node.Event An envelope or signal icon (Great for Event listeners)
Node.Tag A luggage tag icon

Debug & Info Icons

String Suffix Description / Visual
Node.Debug A Bug icon
Node.Text A Text/String icon (often “A”)
StateTreeEditor.Conditions The target/eye icon used for Conditions

Example of using it in “Icon Name”: StateTreeEditorStyle|Node.Movement
Result:
(the color comes from setting the Icon Color)
grafik

—–

You can help yourself in figuring this out by using an IDE and searching the Engine files for derived classes of FSlateStyleSet

And there is also the Widget Reflector (Tools > Debug > Widget Reflector), where you can point at UI elements and see a source link of its creation.
Usually you will find a reference there on what function gets called to retrieve the icon. Within that function you will then find from which function the icon reference is created from, and usually that function will use some GetIconName function to retrieve it from Slate.

At least that’s how I found out… but I admit, it took me a bit to follow the breadcrumbs.
**
Hope that helps.**