StateTree has the following possible types for each state:

  • State: Can contain tasks and child states
  • Group: Can only contain child states. Otherwise entirely identical to State, and has no functional differences.
  • Linked: A state which jumps the execution to the linked Subtree type state
  • Linked Asset: Same as Linked, but instead of requiring the subtree to exist in the current State Tree, you can specify another State Tree asset
  • Subtree: A state which can be linked from the Linked type states

Functionally State and Group appear to be largely the same, and their distinction seems to exist purely to allow you flexibility in how you organize your state trees (At least this is the case in Unreal Engine 5.4)