- mass tag, fragments to create/destroy smart objects for entities
- project specific interop component for instanced actors
#rb Mieszko.Zielinski, mikko.mononen
[CL 32478846 by yoan stamant in 5.4 branch]
- allow smart object creation from definition, transform and owner descriptor struct that will use dynamic ids
- moved FSmartObjectHandleFactory to the SmartObjectTypes and added method to get a dynamic id
- replaced registration type `WithCollection` by `BindToExistingInstance` in USmartObjectComponent since it can also be used for objects not tied to a component lifetime created from CreateSmartObject
- allow subsystem component accessor to force hydrate the actor associated to a smart object.
- fixed automation test to use the right property to set a definition asset now that it has been renamed
#rb Mieszko.Zielinski, mikko.mononen
#tests QAGame, unit tests, Juno
[CL 31295548 by yoan stamant in 5.4 branch]
- Gameplay tags are used to identify a reason
- Default reason "SmartObject.EnabledReason.Gameplay" is a tag (UE::SmartObject::EnabledReason::Gameplay) provided by the plugin and used by default if no other reason is specified
- Tags are converted to bit masks and stored as disable flags in runtime instance
- External systems can declare new Gameplay Tags for the specific needs. System currently allows 16 different reasons (1 default + 15 custom)
- A Smart Object instance is considered disabled as soon as at least one reason is set
#rb Luciano.Ferraro, mikko.mononen
[CL 29989734 by yoan stamant in ue5-main branch]
- Added UpdateSmartObjectTransform() to allow to update the Smart Object location at runtime
- Change spatial partitioning Add() to take ref to the handle to avoid alloc when readding
#rb Yoan.StAmant
[CL 29884931 by mikko mononen in ue5-main branch]
This is more friendly to the UE Gameplay Framework and lets you pass in specific actor's that you case about. If you had to use a spatial query, then you may get results from objects that you don't explictly want if they are overlapping objects.
Add a function to check if the subsystem is running on the server or not to make doing some future replication checks easier
#jira UE-180500
#rb mikko.mononen
[CL 27597760 by ben hoffman in ue5-main branch]
- Added Object enabled/disabled events to Smart Object lifetime to make it easier to react to the Smart Object enabled status
- Changed FSmartObjectSlotEntranceLocationRequest to be a BP type
- Changed FSmartObjectSlotEntranceLocationRequest.UserCapsule optional to invalid default value to make it easier to interface with BP
- Added FSmartObjectSlotEntranceLocationResult.bIsValid to be able to return results where the validation fails
- Added USmartObjectSubsystem.QueryAllValidatedEntranceLocations() which allows to validate SO definition, but does not require a registered Smart Object (can be used e.g. got object placement UI feedback)
- Added some helpers to allow to reuse validation between multiple methods in USmartObjectSubsystem
[CL 26987173 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]
- 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]
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]
- this can be used when we want to forcibly pick a SO
- huge workflow improvement for testing SO interactions in PIE
Fixed a bug with UpdateEntranceLocation testing and potentially returning different entry locations if we are asking for a single one
Fixed a bug with the EntranceHandle not being set when finding entry locations
Added an equality operator to the entrance handle
[REVIEW] [at]Mikko.Mononen
[FYI] phil.cole, wojciech.madry, Parker.Linn, Loic.Devaux
#preflight 641ad870691c5ebc1533656a
[CL 24745942 by luciano ferraro in ue5-main branch]
- Changed default value for entrance annotation ground check to true
- Exposed common function to return preview validation filter
- Added user capsule parameters for into the validation filter (can be optionally tied to nav params)
- Display priority on the entrance slot if other than normal
- Added option to FindEntranceLocationForSlot() to validate slot and entrance location using physics overlap check
#jira UE-174418
#rb Yoan.StAmant
#preflight 64197ec937382f6bf589eecf
[CL 24730129 by mikko mononen in ue5-main branch]
- Renamed some uses of navigation to entrance
- Added priority for entrance selection
- Allow to run the entrance selection only for a specific entrace
- Added instigator as ignored entities when selecting entrances
#jira UE-174418
#preflight 641436f332723d4a20208bd9
[CL 24686648 by mikko mononen in ue5-main branch]
- Changed entry annotation to navigation annotation
- Added option for nav annotations to project location on ground
- Added option and settings for nav annotations to check simple trajectory collisions towards slot location
- Added logic in entry location query to project on ground and check trajectory collisions
- Added physics settings struct that handles common query combinations
- Added USmartObjectSlotValidationFilter to define shareable settings for validation (kinda similar to nav query filter)
- Fixed double rendering of preview actor/mesh in SO editor
- added debug draw for the new features
#jira UE-174418
#preflight 641036e470639dfc943ed981
[CL 24632583 by mikko mononen in ue5-main branch]