- Added FStateTreePropertyRef which allows to get pointer to bindable output properties in the StateTree
- This will eventually supercede FStateTreeStructRef
[CL 30563615 by mikko mononen in ue5-main branch]
- Remove DataView concept
- Added FStateTreeExecutionFrame, which defines an active branch of a specific state tree that is running
- Added FStateTreeDataHandle, which allows frame relative access of instance data (replaces the DataViews)
- Changed linked states to spawn new frames (will later extend to handle linked trees on other assets)
- Bumped StateTree data version number, requires recomplation of StateTrees
#rb Yoan.StAmant
[CL 29884503 by mikko mononen in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
StateTree: Changed how instance data is accessed
- Remove DataView concept
- Added FStateTreeExecutionFrame, which defines an active branch of a specific state tree that is running
- Added FStateTreeDataHandle, which allows frame relative access of instance data (replaces the DataViews)
- Changed linked states to spawn new frames (will later extend to handle linked trees on other assets)
- Bumped StateTree data version number, requires recomplation of StateTrees
#rb Yoan.StAmant
[CL 29810071 by grant medine in ue5-main branch]
- Remove DataView concept
- Added FStateTreeExecutionFrame, which defines an active branch of a specific state tree that is running
- Added FStateTreeDataHandle, which allows frame relative access of instance data (replaces the DataViews)
- Changed linked states to spawn new frames (will later extend to handle linked trees on other assets)
- Bumped StateTree data version number, requires recomplation of StateTrees
#rb Yoan.StAmant
[CL 29805087 by mikko mononen in ue5-main branch]
Original CL Desc
-----------------------------------------------------------------
StateTree: Improved reconciling property names when they change
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26148754 by yoan stamant in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
StateTree: Improved reconciling property names when they change
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26145857 by mikko mononen in ue5-main branch]
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26143169 by mikko mononen in ue5-main branch]
- Allow to specify the completion status and terminal state when calling Stop() on State Tree exection context
- Global task's execution status directly translates to stree state on global EnterState (previously could just fail)
- Report terminal state transitions for global tasks (allows to use same task erro handling on states and global)
- Tie global task exection to the tree status, global tasks get ExitState() when transitioning to terminal state
- RequestTransition() was errorneuously reporting TreeRunStatus (instead of LastTickStatus) in Transition.CurrentRunStatus, this made it impossible to detect failed transitions on ExitState()
#preflight 647dae328b08a8b7939102ab
[CL 25789064 by mikko mononen in ue5-main branch]
- Added selection behavior None (not selectable)
- Added selection behavior TryEnterState (enters the specific state, does not consider child states)
- Added selection behavior TryFollowTransitions (follows transitions when state is tried to be selected)
- Brushed up a bit the state representation in editor (added icons, cleaned up layout)
#preflight 6436843df12d5de705595942
[CL 25005118 by mikko mononen in ue5-main branch]
- Fixed bug where delayed transitions from events were not triggered properly.
#preflight 6410735f5819afacafa78ce4
[CL 24635553 by mikko mononen in ue5-main branch]
- the bindings sent to the compiler are in order they were created
- sort the bindings so that e.g. copying and array and a speciific array item will first copy the earliest property (array) and then the rest (specific item)
#rb Mieszko.Zielinski
#preflight 63ef2b42500c05a624aff988
[CL 24278616 by mikko mononen in ue5-main branch]
- refactored the property binding representation, editor binding shave now more structure, and removed intermediate representation
- added functionality to resolve property paths agains a known value
- added instanced struct and object indirection types
- added editor functionality to allow to bind to further than first level of properties
- refactored editor tree traversal, allow to access values too
- simplified statetree node ui
- requires to recompile trees, bumped version
#rb Mieszko.Zielinski
#preflight 63e6204ff15c83b79312aca5
[CL 24117094 by mikko mononen in ue5-main branch]
* Ran IWYU on ~170 plugins to remove includes not needed. Public api still keep old includes inside #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#preflight 63d09351574ab9cae4670216
#rb none
[CL 23844750 by henrik karlsson in ue5-main branch]
- Added ability for tasks to request transitions
- Added buffered transition requests
- Added callback method to FStateTreeTaskBase which is called during transition triggering
- Allow FStateTreeStateLink to be added to tasks and conditions (resolved automatically during compile)
#jira UE-174250
#preflight 63ca7ee8977c62635603afcb
[CL 23815873 by mikko mononen in ue5-main branch]
- Use hierarchical GamplayTag match when matchin transition event tags
- When returning succeed/failed fomr a subtree, handle it as if the linked state was completed
- Call Stop() before initializing the instance data on Start() to avoid the instance data to be overritten by Stop()
- Early out Stop() if the tree is not running
- Fixed failed transition not setting OutTransition.CurrentActiveStates correctly
#preflight 637e12ee8b12eb83a71bb694
[CL 23248889 by mikko mononen in ue5-main branch]
- record the first completed state on EnterState() and TickTasks()
- returning succeeded on any node in EnterState() now behaves the same as returning succeeded on Tick()
#rb Mieszko.Zielinski
#preflight 637caf2df514e1ded9f280e4
[CL 23233890 by mikko mononen in ue5-main branch]