Binding are already sorted somewhere else and the jira is fixed by something else. This break instanced object binding.
[FYI] Patrick.Boutot
Original CL Desc
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StateTree: Remove binding that can overrides the target of another binding. Prevents binding that target a struct field to overrides the result of another binding that target the struct itself.
#jira UE-220080
#rb Yoan.StAmant
#rnx
[CL 36858737 by patrick boutot in 5.5 branch]
- Added property functions which can be executed and chained during property binding to set values of properties
[CL 34087989 by mikko mononen in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
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StateTree: Introduced PropertyFunctions (contributed)
- Added property functions which can be executed and chained during property binding to set values of properties
[CL 33868630 by justin peterson in ue5-main branch]
- Added property functions which can be executed and chained during property binding to set values of properties
[CL 33856515 by mikko mononen in ue5-main branch]
- Added editor only StatePath to FStateTreeBindableStructDesc to help error reporting
- Friendlify user defined struct property names in FStateTreePropertyPath::ToString()
- Fixed FStateTreeEditorNode::GetName() to return the BP node name instead of the wrapper name
- Categorize binding sources based on state (including one section for global) in the binding popup
#jira UE-212418, UE-209016
#rb Yoan.StAmant
[CL 33623462 by mikko mononen in ue5-main branch]
- Renamed EStateTreeConditionOperand and properties of that type.
- Renamed FStateTreeEditorNode::Indent Property.
- Corrected a few tooltips
#rb mikko.mononen, Yoan.StAmant
[CL 33614033 by jacob wang in ue5-main branch]
- When transitioning to a subtree directly, self host the parameters
- Made transitioning to a subtree directly a warning, may make it an error in future versions
#jira UE-211189
#rb Yoan.StAmant
[CL 32969399 by mikko mononen in ue5-main branch]
- Added support for shared event buffer, so that multiple instance data can use the same
- Added API to consume events
- Removed double buffering from events
- Treat TriggerTransitions() as event handler (events flushed after each call to the method)
- Event handlers (including tasks) are executed in priority order
- Transitions and event capturing states can consume events on successful selection
- Added API to tick a StateTree in two passes (update tasks and trigger transitions)
- Change parallel tree tasks to do the task update in Tick(), and event handling in TriggerTransitions()
- Small improvements to the ST debugger to display events
- NOTE: this is breaking change for implementations that has relied events emitted during tick to be available on next EnterState()
#okfirgithub public
#rb Yoan.StAmant
[CL 32924765 by mikko mononen in ue5-main branch]