StateTree
Every StateTree command in CodeFizz Editor Agent, with parameters and examples.
Every StateTree command in CodeFizz Editor Agent, with parameters and examples.
42 commands. Each shows its parameters and an example, and has a copyable deep link, so you (or an AI agent) can jump straight to one.
get_statetree_infoGet StateTree overview (schema, counts)
Returns a compact overview of the StateTree: schema class, state count, evaluator count, global task count, parameter count, and color count.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
cfa get_statetree_info --asset-path /Game/AI/ST_HollowCrawlerexport_statetreeExport a StateTree to a complete self-contained JSON file
Writes a full JSON description of the StateTree to Saved/CodeFizzEditorAgent/Exports/<name>_<stamp>/<name>.statetree.json and returns the file path plus a compact summary. Reading the file alone tells you how the tree works: schema (class + /Script path), theme colors, tree parameters, every node (task/condition/evaluator/consideration/global task) with node_kind (cpp or blueprint), the C++ struct path (/Script/...) or the Blueprint asset path (/Game or /PluginName), resolved property values, exposed Blueprint pins, and property bindings (source and target paths). States are emitted as a hierarchy with per-state resolved color (display name + RGBA + hex), selection behavior, child/sibling order, and full transitions. Pass --inline to also return the whole document in the response instead of only the file path.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| inline | bool | No | Also return the full export document inline (default false = file path only) |
cfa export_statetree --asset-path /Game/AI/ST_HollowCrawler
cfa export_statetree --asset-path /Game/AI/ST_HollowCrawler --inlineget_statetree_statesGet state hierarchy tree
Returns the full state hierarchy as a JSON tree. Each state includes name, type, ID, index path, task/transition counts, and a children array. Use max_depth to limit recursion and name_filter for substring matching on state names.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| max_depth | int | No | Max recursion depth (-1=unlimited, 0=roots only) |
| name_filter | string | No | Case-insensitive substring filter on state names |
cfa get_statetree_states --asset-path /Game/AI/ST_HollowCrawler
cfa get_statetree_states --asset-path /Game/AI/ST_HollowCrawler --max-depth 1
cfa get_statetree_states --asset-path /Game/AI/ST_HollowCrawler --name-filter "Attack"get_statetree_stateGet detailed info for a single state
Returns full details for one state: all properties, tasks with their properties, enter conditions, transitions, and considerations. Identify by index path, name, or GUID.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| state | string | No | State index path (e.g. '0/1/2') |
| state_name | string | No | State name (case-insensitive) |
| state_guid | string | No | State GUID string |
cfa get_statetree_state --asset-path /Game/AI/ST_HollowCrawler --state "0/0"
cfa get_statetree_state --asset-path /Game/AI/ST_HollowCrawler --state-name Patrol
cfa get_statetree_state --asset-path /Game/AI/ST_HollowCrawler --state-guid "XXXXXXXX..."get_statetree_evaluatorsGet global evaluators with properties
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| filter | string | No | Substring filter on evaluator class name |
cfa get_statetree_evaluators --asset-path /Game/AI/ST_HollowCrawlerget_statetree_global_tasksGet global tasks with properties
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| filter | string | No | Substring filter on task class name |
cfa get_statetree_global_tasks --asset-path /Game/AI/ST_HollowCrawlerget_statetree_parametersGet tree-level parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
cfa get_statetree_parameters --asset-path /Game/AI/ST_HollowCrawlerget_statetree_nodeGet detailed info for a single node by GUID
Returns full details for a task, evaluator, or condition including all properties, instance data, and context (which state it belongs to).
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| node_guid | string | Yes | GUID of the node |
get_statetree_bindingsGet property bindings with full path details
Returns all property bindings with source/target node names, struct IDs, and property paths. Optionally filter to bindings involving a specific node.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| node_guid | string | No | Filter to bindings involving this node |
get_statetree_full_infoGet complete StateTree data in one call
Returns complete StateTree data with verbosity control. 'summary'=counts only, 'standard'=all states/tasks/conditions, 'full'=everything+bindings inline. Use 'sections' to filter: states,evaluators,global_tasks,parameters,bindings.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| verbosity | string | No | summary, standard, or full (default: standard) |
| sections | string | No | Comma-separated section filter (empty=all) |
search_statetree_nodesSearch for nodes by class name or category
Searches entire StateTree for tasks, evaluators, conditions, or considerations matching a class filter. Returns each match with its location context.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| class_filter | string | No | Substring filter on node class name |
| category | string | No | Filter by category: task, evaluator, condition, consideration, global_task |
create_statetreeCreate a new StateTree asset
Creates a new StateTree data asset with the specified schema. Available schemas: MassStateTreeSchema, StateTreeComponentSchema, StateTreeAIComponentSchema, CameraDirectorStateTreeSchema.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path for the new asset |
| schema_class | string | Yes | Schema class name |
cfa create_statetree --asset-path /Game/AI/ST_NewTree --schema-class MassStateTreeSchemaadd_statetree_stateAdd a state to the tree
Adds a new state. Omit parent params for a root-level state. state_type: State, Group, Linked, LinkedAsset, Subtree.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| name | string | Yes | Name for the new state |
| state | string | No | Parent state index path |
| state_name | string | No | Parent state name |
| state_guid | string | No | Parent state GUID |
| state_type | string | No | State/Group/Linked/LinkedAsset/Subtree |
| selection_behavior | string | No | TrySelectChildrenInOrder, TrySelectChildrenAtRandom, etc. |
| position | int | No | Insert position (-1=append) |
cfa add_statetree_state --asset-path /Game/AI/ST_Tree --name Patrol
cfa add_statetree_state --asset-path /Game/AI/ST_Tree --name Attack --state-name Root --state-type Stateadd_statetree_taskAdd a task to a state
Adds a task node to a state's task list. Supports engine and custom task classes.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| task_class | string | Yes | Task struct name or full path |
| state | string | No | State index path |
| state_name | string | No | State name |
| state_guid | string | No | State GUID |
| properties | json | No | JSON object for task node properties |
| instance_properties | json | No | JSON object for task instance data properties |
cfa add_statetree_task --asset-path /Game/AI/ST_Tree --state-name Patrol --task-class MassEnemyNestPatrolTask --properties '{"CheckInterval":3.0}'add_statetree_evaluatorAdd a global evaluator
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| evaluator_class | string | Yes | Evaluator struct name or full path |
| properties | json | No | JSON object for evaluator properties |
| instance_properties | json | No | JSON object for instance data properties |
cfa add_statetree_evaluator --asset-path /Game/AI/ST_Tree --evaluator-class MassEnemyHasTargetEvaluatoradd_statetree_global_taskAdd a global task
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| task_class | string | Yes | Task struct name |
| properties | json | No | JSON object for task properties |
| instance_properties | json | No | JSON object for instance data properties |
cfa add_statetree_global_task --asset-path /Game/AI/ST_Tree --task-class MassEnemyTargetLocationEvaluatoradd_statetree_conditionAdd a condition to state enter or transition
Adds a condition node to either a state's enter conditions or a transition's conditions.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| condition_class | string | Yes | Condition struct name |
| state | string | No | State index path |
| state_name | string | No | State name |
| state_guid | string | No | State GUID |
| target | string | No | enter_conditions or transition |
| transition_index | int | No | Required when target=transition |
| operand | string | No | And or Or |
| properties | json | No | JSON object for condition properties |
| instance_properties | json | No | JSON object for instance data properties |
cfa add_statetree_condition --asset-path /Game/AI/ST_Tree --state-name Patrol --condition-class StateTreeCompareBoolCondition --target enter_conditions --properties '{"bInvert":false}'add_statetree_considerationAdd a utility consideration to a state
Adds a consideration (utility scoring) node to a state. Used with utility-based selection behaviors (TrySelectChildrenWithHighestUtility /...WeightedByUtility).
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| consideration_class | string | Yes | Consideration struct name (subclass of FStateTreeConsiderationBase) |
| state | string | No | State index path |
| state_name | string | No | State name |
| state_guid | string | No | State GUID |
| properties | json | No | JSON object for consideration properties |
cfa add_statetree_consideration --asset-path /Game/AI/ST_Tree --state-name Patrol --consideration-class StateTreeFloatInputConsideration --properties '{"Input":0.5}'add_statetree_transitionAdd a transition to a state
Adds a transition with trigger, target state, priority, and optional delay.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| trigger | string | Yes | OnStateCompleted/OnStateFailed/OnStateSucceeded/OnTick/OnEvent/OnDelegate |
| state | string | No | Source state index path |
| state_name | string | No | Source state name |
| state_guid | string | No | Source state GUID |
| target_state | string | No | Target: index path or TreeSucceeded/TreeFailed/TreeStopped/NextSibling |
| target_state_name | string | No | Target state name |
| target_state_guid | string | No | Target state GUID |
| priority | string | No | Low/Normal/Medium/High/Critical |
| delay | float | No | Delay in seconds |
| delay_variance | float | No | Random variance on delay |
| event_tag | string | No | Gameplay tag for OnEvent trigger |
cfa add_statetree_transition --asset-path /Game/AI/ST_Tree --state-name Patrol --trigger OnTick --target-state-name WaveMarch --priority Normaladd_statetree_parameterAdd a tree-level parameter
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| name | string | Yes | Parameter name |
| type | string | Yes | Property type (bool/int32/float/FVector/FName/FString/etc.) |
| value | string | No | Optional initial value (scalar types: bool/byte/int32/int64/float/double/name/string/text). Without it the parameter defaults to zero/empty. |
cfa add_statetree_parameter --asset-path /Game/AI/ST_Tree --name MaxHealth --type floatset_statetree_parameterSet the value of an existing tree-level parameter
Updates the value of a tree parameter (root property bag) that was already added with add_statetree_parameter. The type is inferred from the parameter, so only name + value are needed. Scalar types only (bool/byte/int32/int64/float/double/name/string/text).
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| name | string | Yes | Existing parameter name |
| value | string | Yes | New value (parsed to the parameter's declared type) |
cfa set_statetree_parameter --asset-path /Game/AI/ST_Tree --name SightRange --value 1200set_statetree_state_propertySet a property on a state
Modifies a state property: Name, Type, SelectionBehavior, Enabled, Tag, Weight, etc.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| property_name | string | Yes | Property to set |
| value | string | Yes | New value |
| state | string | No | State index path |
| state_name | string | No | State name |
| state_guid | string | No | State GUID |
set_statetree_node_propertySet a property on a task/evaluator/condition
Modifies a property on a node identified by GUID. Target 'node' for the struct itself, 'instance' for instance data.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| node_guid | string | Yes | GUID of the node |
| property_name | string | Yes | Property to set |
| property_value | json | Yes | New value |
| target | string | No | node or instance |
set_statetree_transition_propertySet a property on a transition
Modifies Trigger, Priority, TargetState, DelayDuration, Enabled, etc.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| transition_index | int | Yes | Transition index |
| property_name | string | Yes | Property to set |
| value | string | Yes | New value |
| state | string | No | State index path |
| state_name | string | No | State name |
| state_guid | string | No | State GUID |
set_statetree_schemaChange the schema of a StateTree
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| schema_class | string | Yes | Schema class name |
cfa set_statetree_schema --asset-path /Game/AI/ST_Tree --schema-class MassStateTreeSchemaset_statetree_component_treeAssign a StateTree asset to a StateTree component (placed actor or Blueprint)
Sets the StateTreeRef of a UStateTreeComponent / UStateTreeAIComponent via the same path the editor uses (FStateTreeReference::SetStateTree, which also syncs the parameter bag). Targets either a placed level actor (actor_label) or a Blueprint's component template (blueprint_path, SCS or native CDO component). If the actor/BP has several StateTree components, disambiguate with component_name. Note: a StateTreeAIComponent runs on the AIController, so for AI pawns assign it on the controller Blueprint. The response reports the tree's schema class so you can catch schema mismatches early.
| Parameter | Type | Required | Description |
|---|---|---|---|
| statetree_path | string | Yes | Content path to the StateTree asset to assign |
| actor_label | string | No | Placed actor label (exactly one of actor_label / blueprint_path) |
| blueprint_path | string | No | Blueprint asset path (sets the component template) |
| component_name | string | No | Component name when the target has several StateTree components |
| start_logic_automatically | bool | No | Optionally also set bStartLogicAutomatically |
cfa set_statetree_component_tree --actor-label EnemyFollower1 --statetree-path /Game/AI/ST_Follower
cfa set_statetree_component_tree --blueprint-path /Game/AI/BP_EnemyController --statetree-path /Game/AI/ST_Follower --start-logic-automatically trueadd_statetree_bindingAdd a property binding between nodes / tree parameters
Binds a source property to a target property. Each end is either a node (<side>_node_guid + <side>_property) or a tree parameter (<side>_tree_parameter). Tree parameters are the valid source for considerations, which run at selection time.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| source_node_guid | string | No | Source node GUID (node-source form) |
| source_property | string | No | Source property path (node-source form; optional for context) |
| source_tree_parameter | string | No | Source tree-parameter name (parameter-source form) |
| source_context | string | No | Source schema context name, e.g. Actor / AIController (context-source form) |
| target_node_guid | string | No | Target node GUID (node-target form) |
| target_property | string | No | Target property path (node-target form) |
| target_tree_parameter | string | No | Target tree-parameter name (parameter-target form) |
cfa add_statetree_binding --asset-path /Game/AI/ST_Tree --source-node-guid AAAA... --source-property Out --target-node-guid BBBB... --target-property In
cfa add_statetree_binding --asset-path /Game/AI/ST_Tree --source-tree-parameter Score --target-node-guid CCCC... --target-property Inputbind_statetree_delegateBind a delegate dispatcher to a listener
Binds a FStateTreeDelegateDispatcher property (source) to a FStateTreeDelegateListener. The listener is either a node property (listener_node_guid + listener_property) or a transition's DelegateListener (transition_index + state identifier), which drives an OnDelegate transition. Works on UE 5.6/5.7/5.8.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| dispatcher_node_guid | string | Yes | GUID of the node owning the dispatcher property |
| dispatcher_property | string | Yes | Name of the FStateTreeDelegateDispatcher property |
| listener_node_guid | string | No | GUID of the node owning the listener property (node-listener form) |
| listener_property | string | No | Name of the FStateTreeDelegateListener property |
| transition_index | int | No | Transition index (transition-listener form; drives OnDelegate) |
| state | string | No | State index path (for transition form) |
| state_name | string | No | State name (for transition form) |
| state_guid | string | No | State GUID (for transition form) |
cfa bind_statetree_delegate --asset-path /Game/AI/ST_Tree --dispatcher-node-guid AAAA... --dispatcher-property OnDone --listener-node-guid BBBB... --listener-property Listener
cfa bind_statetree_delegate --asset-path /Game/AI/ST_Tree --dispatcher-node-guid AAAA... --dispatcher-property OnDone --state-name Patrol --transition-index 0bind_statetree_task_completionBind a listener to a task's completion (UE 5.8+)
Binds a delegate listener to a task's auto-generated completion dispatcher, so it fires when the task Completes/Succeeds/Fails. Target is a node listener (listener_node_guid + listener_property) or a transition's DelegateListener (transition_index + state identifier). Requires UE 5.8+.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| task_guid | string | Yes | GUID of the task that broadcasts on completion |
| completion | string | No | Completes/Succeeds/Fails |
| listener_node_guid | string | No | GUID of the node owning the listener property (node-listener form) |
| listener_property | string | No | Name of the FStateTreeDelegateListener property |
| transition_index | int | No | Transition index (transition-listener form; drives OnDelegate) |
| state | string | No | State index path (for transition form) |
| state_name | string | No | State name (for transition form) |
| state_guid | string | No | State GUID (for transition form) |
cfa bind_statetree_task_completion --asset-path /Game/AI/ST_Tree --task-guid AAAA... --completion Succeeds --state-name Patrol --transition-index 0set_statetree_colorAdd or update a theme color
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| name | string | Yes | Color display name |
| color | string | Yes | Hex '#RRGGBB' or 'R,G,B,A' floats |
cfa set_statetree_color --asset-path /Game/AI/ST_Tree --name "Attack" --color "#FF0000"remove_statetree_stateRemove a state and its children
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| state | string | No | State index path |
| state_name | string | No | State name |
| state_guid | string | No | State GUID |
remove_statetree_nodeRemove a task/evaluator/condition by GUID
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| node_guid | string | Yes | GUID of the node to remove |
remove_statetree_transitionRemove a transition from a state
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| transition_index | int | Yes | Index of the transition |
| state | string | No | State index path |
| state_name | string | No | State name |
| state_guid | string | No | State GUID |
remove_statetree_bindingRemove a property binding
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| binding_index | int | Yes | Index of the binding to remove |
remove_statetree_parameterRemove a tree-level parameter
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| name | string | Yes | Parameter name to remove |
compile_statetreeCompile a StateTree and return errors
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
cfa compile_statetree --asset-path /Game/AI/ST_HollowCrawlerlist_statetree_node_typesList available task/evaluator/condition types
Lists all available node types for the StateTree's schema. Use category to filter by task, evaluator, or condition.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| category | string | Yes | task, evaluator, or condition |
| filter | string | No | Substring filter on class name |
cfa list_statetree_node_types --asset-path /Game/AI/ST_Tree --category task
cfa list_statetree_node_types --asset-path /Game/AI/ST_Tree --category evaluator --filter "Mass"get_statetree_binding_sourcesList valid binding sources for a node (context/params/functions)
Given a target node, lists every source you can bind its properties from, tree parameters, schema context (Actor / AIController), preceding evaluators/tasks, and property functions, each with its bindable properties and C++ types. Mirrors the editor's bind dropdown.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| target_node_guid | string | Yes | GUID of the node you want to bind INTO |
| filter | string | No | Case-insensitive substring filter on property names |
| max_properties | int | No | Max properties listed per source |
cfa get_statetree_binding_sources --asset-path /Game/AI/ST_Tree --target-node-guid AAAA...
cfa get_statetree_binding_sources --asset-path /Game/AI/ST_Tree --target-node-guid AAAA... --filter Speedsearch_statetree_propertiesDeep type-aware property search across a node's binding sources
Searches the properties accessible from a target node (tree params, schema context like Actor/AIController, preceding nodes) by name, drilling into component object properties and nested structs, so searching 'speed' surfaces 'CharacterMovement.MaxWalkSpeed'. Returns ranked top-N results (best name match first) with the full dotted path + C++ type, ready to pass as a bind path. Context-efficient: only matches are returned.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
| target_node_guid | string | Yes | GUID of the node defining accessible sources |
| query | string | Yes | Property name substring, e.g. 'speed' |
| type_filter | string | No | Optional C++ type substring, e.g. 'float' |
| source | string | No | Optional source name to restrict to, e.g. Actor / AIController |
| max_results | int | No | Top-N results to return (1-100) |
| max_depth | int | No | Recursion depth into components/structs (0-5) |
cfa search_statetree_properties --asset-path /Game/AI/ST_Tree --target-node-guid AAAA... --query speed
cfa search_statetree_properties --asset-path /Game/AI/ST_Tree --target-node-guid AAAA... --query speed --source Actor --type-filter float --max-results 5 --max-depth 3list_statetree_schemasList available StateTree schema classes
Lists every concrete UStateTreeSchema subclass selectable at create_statetree / set_statetree_schema time.
| Parameter | Type | Required | Description |
|---|---|---|---|
| filter | string | No | Substring filter on schema class name |
cfa list_statetree_schemas
cfa list_statetree_schemas --filter Massget_statetree_transition_targetsList valid transition targets for a StateTree
Returns all states (name, GUID, index_path, type) and meta-transition targets (None, TreeSucceeded, TreeFailed, TreeStopped, NextSibling, NextState, NextSelectableState). Use this to discover valid values for target_state when adding or modifying transitions.
| Parameter | Type | Required | Description |
|---|---|---|---|
| asset_path | string | Yes | Content path to the StateTree asset |
cfa get_statetree_transition_targets --asset-path /Game/AI/ST_HollowCrawlerlist_statetree_enum_valuesList valid enum values for StateTree properties
Returns all valid values for a StateTree enum category. Use before creating states, transitions, or conditions to discover valid values. Categories: trigger, priority, state_type, selection_behavior, operand.
| Parameter | Type | Required | Description |
|---|---|---|---|
| category | string | Yes | trigger/priority/state_type/selection_behavior/operand |
cfa list_statetree_enum_values --category trigger
cfa list_statetree_enum_values --category priority