# \[StateTree\] Event tag fires on StartLogic even without transitions Tag (UE5.6)Bug?)

**URL:** <https://forums.unrealengine.com/t/statetree-event-tag-fires-on-startlogic-even-without-transitions-tag-ue5-6-bug/2675067>\
**Category:** Blueprint\
**Tags:** unreal-engine, bug-report, question\
**Created:** [November 14, 2025, 10:53am UTC](https://forums.unrealengine.com/t/statetree-event-tag-fires-on-startlogic-even-without-transitions-tag-ue5-6-bug/2675067 "2025-11-14T10:53:19Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![UTiMATE\_KIRBY](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UTiMATE\_KIRBY](https://forums.unrealengine.com/u/UTiMATE_KIRBY)\
**Post date:** [November 14, 2025, 10:53am UTC](https://forums.unrealengine.com/t/statetree-event-tag-fires-on-startlogic-even-without-transitions-tag-ue5-6-bug/2675067/1 "2025-11-14T10:53:20Z")

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I’m not sure if this is a bug, so I’m posting here to confirm.  
While setting up an Event Tag in StateTree, I noticed something unexpected:

- The event fires immediately on **BeginPlay** , or more accurately, when **StartLogic** is called even if I didn’t use the SendStateTreeEvent

- My root state has **no transitions** , yet calling `StartLogic` triggers the DebugSTT once.

- When I add an **Enter Condition** with the same tag I’m sending, the event does **not** fire at all.

This behavior is different from what I expected based on the documentation and examples I saw online.

**Is anyone else experiencing the same issue?**  
Or is there something specific I should check in UE5.6?

Any advice would be appreciated.

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<div class="post-metadata">

**Author:** ![UTiMATE\_KIRBY](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UTiMATE\_KIRBY](https://forums.unrealengine.com/u/UTiMATE_KIRBY)\
**Post date:** [November 14, 2025, 10:10pm UTC](https://forums.unrealengine.com/t/statetree-event-tag-fires-on-startlogic-even-without-transitions-tag-ue5-6-bug/2675067/2 "2025-11-14T22:10:51Z")

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> [@State enter condition don't receive event](https://forums.unrealengine.com/t/state-enter-condition-dont-receive-event/2606848):
>
> Hello, I have an issue with transitioning between states with event condition. I have this transition and it works fine. But if I add “Required Event to Enter” it stops working. Event is not consumed on transition, and it is 100% same event, so I really don’t know what can be wrong here. My state tree:

I found the solution, seems that there was a goofy bug in StateTree.
