# Unable to set Linked State Tree Overrides when using a StateTreeAIComponent schema?

**URL:** <https://forums.unrealengine.com/t/unable-to-set-linked-state-tree-overrides-when-using-a-statetreeaicomponent-schema/2689450>\
**Category:** Programming & Scripting\
**Tags:** ai-controller, unreal-engine, question\
**Created:** [January 3, 2026, 10:00pm UTC](https://forums.unrealengine.com/t/unable-to-set-linked-state-tree-overrides-when-using-a-statetreeaicomponent-schema/2689450 "2026-01-03T22:00:19Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![VladDimitrov](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vladdimitrov/32/1139832_2.png) [@VladDimitrov](https://forums.unrealengine.com/u/VladDimitrov)\
**Post date:** [January 3, 2026, 10:00pm UTC](https://forums.unrealengine.com/t/unable-to-set-linked-state-tree-overrides-when-using-a-statetreeaicomponent-schema/2689450/1 "2026-01-03T22:00:19Z")

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Hey everyone, is there no way to set Linked State Tree Overrides in blueprint when using a StateTreeAIComponent versus the regular StateTreeComponent?

The “Add Linked State Tree Overrides” node says it only works on the StateTreeComponentSchema not the AI schema.

This essentially means when using the State Tree AI Component (that runs on the AI Controller), I can’t set different linked tree overrides at run time? I need to either create duplicate state trees for multiple AI agents that have different behavior?
