- Added transition recording functionality to enable snapshots for state tree transitional events
- Primary use case is for keeping client-side state trees in sync with their server counterpart
[REVIEW] [at]mikko.mononen
#rnx
#rb mikko.mononen
[CL 34250876 by matthew barry in ue5-main 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]
- When duplicating the Component, RandomStream was always copied from the one on Component CDO and wasn't constructed with the current time as expected. We now initialize RandomStream at FStateTreeExecutionContext::Start(), where the InstanceData is going to persist till Stop().
- Moved RandomStream variable to FStateTreeExecutionState as it better reflects the window it persists now.
- Fixed non-deterministic default-constructed value of RandomStream variable in UStruct LogError by the above
#jira UE-212551
#rb mikko.mononen
[CL 33174826 by jacob wang 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]
[FYI] bob.tellez
Original CL Desc
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[Backout] - CL32723276
[FYI] mikko.mononen
Original CL Desc
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StateTree: Made parent state required events and enter conditions to be evaluated when transition leads directly to it's child. (contributed)
[CL 32754072 by mikko mononen in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
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StateTree: Made parent state required events and enter conditions to be evaluated when transition leads directly to it's child. (contributed)
[CL 32744822 by bob tellez in ue5-main branch]
- Added ability to describe override table for linked state tree references
- This allows to override parts of the tree e.g. based on character type
- Fixed visibility of the State parameter button when in fixed mode
#rb guillaume.arruda
[CL 32572125 by mikko mononen in ue5-main branch]
- Transitions can now be set up to require a specific payload type and/or a gameplay tag
- Required transition event payload is visible to property bindind for transition conditions
- States can require an event type as enter condition, the event is captured when state is selected
- Required state event payload is visible to binding for state enter conditions, tasks and transistions
[CL 32150454 by mikko mononen in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
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StateTree: Added support for event payload in transitions and event capture for states. (contributed)
- Transitions can now be set up to require a specific payload type and/or a gameplay tag
- Required transition event payload is visible to property bindind for transition conditions
- States can require an event type as enter condition, the event is captured when state is selected
- Required state event payload is visible to binding for state enter conditions, tasks and transistions
[CL 32113027 by bob tellez in ue5-main branch]
- Transitions can now be set up to require a specific payload type and/or a gameplay tag
- Required transition event payload is visible to property bindind for transition conditions
- States can require an event type as enter condition, the event is captured when state is selected
- Required state event payload is visible to binding for state enter conditions, tasks and transistions
[CL 32082269 by mikko mononen in ue5-main branch]
- Implies that parameters are only set once at start
- Allows parameters to be safely mutated if needed, e.g. via property references
[CL 30765232 by mikko mononen in ue5-main branch]