- Fixed internal flag not properly set to false when using error reporting flow.
- Fixed combined validation results that was always using EDataValidationResult::Valid even when errors were reported.
#jira UE-192738
#rb mieszko.zielinski
#lockdown julien.marchand
[CL 27147173 by Yoan StAmant in 5.3 branch]
- GetSlotEntranceTags was failing because USmartObjectSubsystem::FindEntranceLocationInternal() required valid capsule even if no physics checks were done
- FindSlotEntranceLocation was missing SearchLocation and would always search around 0,0,0
[CL 25889486 by mikko mononen in ue5-main branch]
- replaced 'SmartObjectSubsystem.Claim' by 'MarkSlotAsClaimed' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsClaimed' for Blueprints
- replaced 'SmartObjectSubsystem.Use' by 'MarkSlotAsOccupied' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsOccupied' for Blueprints
- replaced 'SmartObjectSubsystem.Release' by 'MarkSlotAsFree' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsFree' for Blueprints
- deprecated 'UGameplayBehaviorSmartObjectsBlueprintFunctionLibrary::UseGameplayBehaviorSmartObject' in favor of the aync task based versions
- UFUNCTION versions are redirected directly to the new names. Native versions are deprecated.
- updated 'AITask_UseGameplayInteraction' and 'AITask_UseGameplayBehaviorSmartObject' to be as close as possible since they are two similar use cases but for different plugins.
- both tasks now propose blueprint callables to create an "interact on spot" or "move to and interact" tasks:
- 'UseSmartObjectWithGameplayBehavior' and 'MoveToAndUseSmartObjectWithGameplayBehavior'
- 'UseSmartObjectWithGameplayInteraction' and 'MoveToAndUseSmartObjectWithGameplayInteraction'
- 'AITask_UseGameplayBehaviorSmartObject::UseClaimedGameplayBehaviorSmartObject' is redirected to 'MoveToAndUseSmartObjectWithGameplayBehavior' to preserve current behavior
- 'AITask_UseGameplayInteraction::UseClaimedGameplayInteractionSmartObject' is redirected to 'UseSmartObjectWithGameplayInteraction' to preserve current behavior
#jira UE-187209
#rnx
[CL 25871194 by yoan stamant in ue5-main branch]
- removed hacks for handling collisions against geom collection
- Removed unimplemented FSmartObjectSlotValidationParams::bTestUserOverlapOnEntrance
[CL 25866639 by mikko mononen in ue5-main branch]
- Added entrance handle to the data that is passed to the interaction context, exposed to state tree
- Changed entrance tags to a tag container
- Added State Tree task to get entrance tags from an entrance handle
[CL 25813984 by mikko mononen in ue5-main branch]
- RemoveComponentFromSimulation is now properly unbinding the component
- Unbinding a component from the simulation won't invalidate the registered handle anymore; this is handled by the FSmartObjectContainer.
- Removed obsolete RuntimeCreatedEntries that was replaced by the registration type.
- Added IsBoundToSimulation to the SmartObjectComponent to differentiate a registered component (valid Handle) from a registered component bound to the simulation (linked to its runtime instance)
- DebugUnregisterAllSmartObjects will no longer cause an ensure when calling EndPlay with the previous fixes.
- Added unit tests for IsBoundToSimulation and RemoveComponentFromSimulation+UnregisterSmartObject sequence to simulate the EndPlay issue.
#tests PIE, rebuild collection, WorldPartition levels, used cheats multiple times
#rb mieszko.zielinski
#preflight 64709c8a893dadf035e51c75
[CL 25647084 by yoan stamant in ue5-main branch]
This allows your assets to warn on top of erroring out.
#jira UE-183475
#preflight 644ae7701c2846595cbe0e21
[CL 25224515 by jodon karlik in ue5-main branch]
Deprecate the pure version of FindSmartObjects and add a new non-pure BP wrapper that allows proper iteration of the returned array, both versions are identical when called from C++.
Change TSubclassOf parameters to use values instead of const references, this enables the class picker on those pins.
#jira UE-180500
#preflight skip
#rb yoan.stamant
[CL 25153289 by ben zeigler in ue5-main branch]
- unregisters collections before resetting them to update subsystem internal container and the runtime data. Collection are then registered back as empty collection ready to be populated.
- minor comments improvements
- force debug draw update when registering new objects
- fixed some reported warning regarding failed component unregistration
#rb mieszko.zielinski
#preflight 643e8699bf10538466518715
[CL 25085246 by yoan stamant in ue5-main branch]
- Added SmartObjectUserComponent which allows to define validation settings per user actor
- Added option to SO defintion to have preview validation settings or preview user actor (settings pulled from SO user component)
- Move parameters passed to SO annotation CollectDataForGameplayDebugger() into a struct
- Changed USmartObjectSlotValidationFilter to have 2 sets of validation parameters to allow exits to have looser validation
- Changed the API for setting params from Actor in FSmartObjectSlotEntranceLocationRequest (still meh)
#jira UE-174418
#preflight 642173f8a86ae7cbcc25ab0b
[CL 24801238 by mikko mononen in ue5-main branch]