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[StateTreeDebugger]
- added option to disable state transitions - added state transition breakpoints - fixed scrubbing not using the right time (analysis time instead of world simulation time) when hitting a breakpoint - fixed new instance auto selection on record when previous selection is a stale subtrack - added console variable `statetree.displayitemids` to display states, tasks and transitions Ids in the StateTreeEditor (details view and state treeview) #rb mikko.mononen [CL 26128077 by yoan stamant in ue5-main branch]
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@@ -340,6 +340,12 @@ bool FStateTreeCompiler::Compile(UStateTree& InStateTree)
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StateTree->IDToStateMappings.Emplace(ToState.Key, FStateTreeStateHandle(ToState.Value));
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}
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// Store mapping between state transition identifier and compact transition index. Used for debugging purposes.
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for (const TPair<FGuid, int32>& ToTransition: IDToTransition)
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{
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StateTree->IDToTransitionMappings.Emplace(ToTransition.Key, FStateTreeIndex16(ToTransition.Value));
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}
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UE::StateTree::Compiler::FCheckOutersArchive CheckOuters(*StateTree, *EditorData, Log);
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StateTree->Serialize(CheckOuters);
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@@ -790,10 +796,13 @@ bool FStateTreeCompiler::CreateStateTransitions()
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for (FStateTreeTransition& Transition : SourceState->Transitions)
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{
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IDToTransition.Add(Transition.ID, StateTree->Transitions.Num());
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FCompactStateTransition& CompactTransition = StateTree->Transitions.AddDefaulted_GetRef();
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CompactTransition.Trigger = Transition.Trigger;
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CompactTransition.Priority = Transition.Priority;
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CompactTransition.EventTag = Transition.EventTag;
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CompactTransition.bTransitionEnabled = Transition.bTransitionEnabled;
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if (Transition.bDelayTransition)
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{
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