- StateTreeEditorMode, which now holds all of the state-tree editing behavior previously part of StateTreeEditor
- StateTreeEditorModeToolkit, responsible for UI/widgets used by StateTreeEditorMode
- StateTreeEditorModeUILayer used to host StateTreeEditorMode inside of the StateTreeEditor
- Exposed StateTreeViewModel
- Introduced IStateTreeEditorHost, interface to-be implemented for supporting StateTreeEditorMode within an Asset editor
- Moved compilation/validation to UStateTreeEditingSubsystem (editor sub system)
- Added layout extensions for StateTreeEditor
#rb Patrick.Boutot
[CL 35491719 by jurre debaare in ue5-main branch]
- Simplied the task icon
- Created common treeview for States, used for state selection and outliner view
- Added common functions to describe state links and transitions
- Made custom expander arrow the main tree view
- Move the task lits on separate row on the main tree view
- Added enter condition list for on main tree view
- Clicking on tasks or enter conditions highlight them in the details panel
- Added state outliner which displays the state list compactly
- Added feedback for the drag and drop, and moved the code to separate file
#rb Yoan.StAmant
[CL 35239895 by mikko mononen in ue5-main branch]
- Added icons and icon colors for ST nodes
- Implemented icons for some common ST nodes
- Small update to ST logic icons
- Added icons to the task list in State treeview row, adjusted task list BG color to make icons visible
- Fixed ST editor tabs icons and names (e.g. there were two tabs that had the same label)
- Moved ST node picker to separate class
- Moved category array customization to common helper function
- Added node icons to the ST node picker
- Add node button is not node selector too (simila to Niagara)
- Consolidated the add button style across all lists
- Cleaned up the node customization
- Moved type selector, debug, and property controls into one menu at right
- The combined menu can be also summoned using right click
- Renaming now has to be triggered via the menu
- Replacing node happens via menu
- Most of the row was left "clickable" to later use it for selection
- Improved the visualization and controls for the expression indentation
- Cleaned up state customization
- Moved parameters to own category (similar to the tree params)
- Moved event to the enter conditions category
- Cleaned up transition customization
- Improved the transition display
- Consolidated add button styles
#jira UE-180608
#rb Juan.Portillo, Mieszko.Zielinski
[CL 33030431 by mikko mononen in ue5-main branch]
- The execution logic will transition to Root if no state is found, change editor to reflet that
- Change viewmodel from ref to ptr to make it optional (allows to reuse the row for non-editing purposes)
[CL 30315165 by mikko mononen in ue5-main branch]
- Added LinkedAsset State Tree State Type
- Allow to pick nested tree asset on LinkedAsset states
- Changed how linked state params are accessed using ParentFrame
- Added temporary instance data
- Temporaries are kept around until state selection
- Create temp instance data during state selection for state parameters (allows to create enter conditions based on subtree state params)
- Instantiate and Start linked State Trees global tasks and evaluators during state selection
- Matching temporary instances created during state selection are moved to instance data on state change (rest are discarded)
- Per node instance data is looked up just once, and FStateTreeExecutionContext::GetInstanceData() only serves the specific instance data.
#rb Mieszko.Zielinski, Yoan.StAmant
[CL 30012308 by mikko mononen in ue5-main branch]