[UE 5.8.1] State Tree Breakpoints don't trigger on nodes executed via overridden Linked Asset nodes

Summary

I can’t seem to get State Tree breakpoints to trigger on nodes that get selected through a “parent” tree’s overridden Linked Asset nodes.

What Type of Bug are you experiencing?

Editor

Steps to Reproduce

  1. Create a basic StateTree with a name like “BaseStateTree”
    • Add a LinkedAsset node
    • Leave the Linked Asset property of the node set to NONE
    • Set the node’s tag to some new GameplayTag like “SubTreeSlot”
  2. Create another StateTree with a name like “SubTree”
    • Give it a child node and in the child node have it perform a basic Debug Text task.
  3. Create an AIController with a name like “TestAIController”
    • Give it a StateTreeAI component
    • Set the component’s StateTree to the base tree created in step 1, and disable “Start Logic Automatically”
  4. In the AIController’s Event Begin Play, call the StateTreeAI component’s “Add Linked State Tree Overrides”
    • Set the State Tree Reference to a new reference to the “SubTree” tree we made in step 2
    • Set the tag to the new GameplayTag we made in step 1
  5. Add a pawn to the map and set the pawn’s AIController to the above AIController class.
  6. PIE to ensure that you see the Debug Text task fires
  7. Open the “SubTree” we created in step 2 and right-click on the child node and check “Break on Enter”.
  8. PIE and see that the breakpoint is not triggering despite the debug text node being reached and the task being executed.
  9. Return to the “BaseStateTree” we created in step 1 and change the LinkedAsset node’s Linked Asset property to the “SubTree” we created in step 2
  10. PIE again and see that the breakpoint now triggers

Expected Result

I would expect to have the breakpoint that we check in step 7 to trigger in step 8

Observed Result

The breakpoint that we check in step 7 does not trigger in step 8

Affects Versions

5.8

Platform(s)

Windows

Video

Additional Notes

I CAN get breakpoints to fire when a Linked Asset node is explicitly set with a subtree, but the Override functionality is critical for me