UE5 Mass AI - How do I transition entities between behaviors (e.g. Wander → Dance) in a Mass StateTree?

UE5 Mass AI - How do I transition entities between behaviors (e.g. Wander → Dance) in a Mass StateTree?

I’m new to Mass AI and am using a Mass StateTree with the Mass Behavior Schema in UE5.8.

So far I’ve successfully spawned Mass entities and have them wandering around using a StateTree. What I’m struggling with is understanding the correct Mass workflow for changing an entity’s behavior at runtime.

For example, let’s say an entity is currently in a Wander state. When a gameplay event occurs, I want that entity to transition into a Dance state.

With a traditional AI Controller/Behavior Tree setup, I would simply update a variable or trigger an event on the AI. However, Mass is designed around entities rather than individual AI brains, so I’m trying to understand the Mass-native way to do this.

Specifically:

  • How should a Mass entity store its current behavior/state?

  • How can I modify that state at runtime?

  • How should a Mass StateTree detect that change and transition to another state?

  • Is this typically done with Fragments, Signals, StateTree Events, Tags, or something else?

  • Can this be done entirely in Blueprints, or is C++ required?

I am hoping to find a Blueprint only solution if possible.

Any examples, tutorials, or documentation references would be appreciated.