# State Trees Are Once Again, Broken In UE5 (5.8.4

**URL:** <https://forums.unrealengine.com/t/state-trees-are-once-again-broken-in-ue5-5-8-4/2855015>\
**Category:** AI\
**Tags:** unreal-engine, question\
**Created:** [November 13, 2026, 10:44am UTC](https://forums.unrealengine.com/t/state-trees-are-once-again-broken-in-ue5-5-8-4/2855015 "2026-11-13T10:44:49Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![GPBF](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GPBF](https://forums.unrealengine.com/u/GPBF)\
**Post date:** [November 13, 2026, 10:44am UTC](https://forums.unrealengine.com/t/state-trees-are-once-again-broken-in-ue5-5-8-4/2855015/1 "2026-11-13T10:44:49Z")

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Has anyone been having this issue - I have states that are not considered for completion that run code on state exit and it works fine the first time but after than, when entering back into that state I get a fail back to root.

If I remove it, no problems at all.

never had this issue before.

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<div class="post-metadata">

**Author:** ![GPBF](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GPBF](https://forums.unrealengine.com/u/GPBF)\
**Post date:** [November 13, 2026, 10:28pm UTC](https://forums.unrealengine.com/t/state-trees-are-once-again-broken-in-ue5-5-8-4/2855015/2 "2026-11-13T22:28:30Z")

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I suspect it’s related to a known bug where tasks on a parent state will cause the tree to fail transition and go back to root or tasks not scheduled for completion triggering transitions - who’s to say?

Great.

I’m going to have to use behaviour trees aren’t I.
