# StateTree Completion and Transition Control 

**URL:** <https://forums.unrealengine.com/t/statetree-completion-and-transition-control/2852862>\
**Category:** Roadmap\
**Tags:** unreal-engine\
**Created:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/statetree-completion-and-transition-control/2852862 "2026-11-09T14:49:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ThomasC\_Epic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thomasc_epic/32/1203341_2.png) [@ThomasC\_Epic](https://forums.unrealengine.com/u/ThomasC_Epic)\
**Post date:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/statetree-completion-and-transition-control/2852862/1 "2026-11-09T14:49:44Z")

</div>

### **Status**

None

**StateTree reports the completion status of each state and task at runtime, and a forced transition jumps straight to a state without evaluating its entry conditions.**

The completion API includes whether a given task counts toward its state completing, which is what makes the status readable rather than just present. Global evaluators and tasks now keep their data across a root-to-root transition instead of restarting, so a tree that switches roots behaves predictably.
