StateTree - the state transitions to the next one even though the task did not call `FinishTask`.

Hi.
I use UE 5.5.4
Task STT_Print_String don’t call FinishTask

Can someone explain to me why, in the examples below, the State transitions to the next State even though STT_PrintString does not call FinishTask? I would expect the task and the State to “pause” or remain active if FinishTask is not called.



The default behaviour of a State is to TrySelectChildrenInOrder" and run it in parrallel. So it does for all childs down the line when you have them setup in a staircase like that.

If you want it to Enter the parent and wait for completion you have to set it up as “TryEnter” state. This will also allow you to use any of the parent output var in its childs queries.