- 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 31291768 by yoan stamant in ue5-main branch]
- Added ability to parameterize the SOD using parameters and property copy
- Each Asset stores and shares a variations based parameter hash
#rb Yoan.StAmant
[CL 30965071 by mikko mononen in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
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Smart Object: Added parameters for Smart Object Definition
- Added ability to parameterize the SOD using parameters and property copy
- Each Asset stores and shares a variations based parameter hash
#rb Yoan.StAmant
[CL 30842479 by edwin maynard in ue5-main branch]
- Added ability to parameterize the SOD using parameters and property copy
- Each Asset stores and shares a variations based parameter hash
#rb Yoan.StAmant
[CL 30836942 by mikko mononen in ue5-main branch]
Removing Actor.h from NavigationTypes.h
Removing NavigationQueryFilter.h when unnecessary in headers
And additional non-unity build fixes
#rb Maxime.Mercier
[CL 30621909 by aris theophanidis in ue5-main branch]
[FYI] Yoan.StAmant
Original CL Desc
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[SmartObject] added config to clear world preconditions for client builds
#rb mikko.mononen, francis.hurteau
#virtualized
[CL 30406910 by justin peterson in ue5-main branch]
- added definition data for the whole object
- added GetDefinitionData() & GetDefinitionDataPtr() for the SO definition and slot definition
- Renamed FSmartObjectSlotDefinitionDataProxy -> FSmartObjectDefinitionDataProxy (removed slot)
- Renamed FSmartObjectSlotDefinitionData -> FSmartObjectDefinitionData (removed slot)
[CL 30077219 by mikko mononen in ue5-main branch]
* Added sphere visual logs
* Added "wire" variant of various visual logs (box, OO box, cone, cylinder, capsule, sphere)
* Added blueprint versions of most visual logs (box, OO box, cone, cylinder, capsule, sphere, arrow, circle)
* Take into account the log's color's alpha value when drawing visual logs (multiplied by the scene proxy's own alpha), except for text, as is tends to become unreadable
* Fixed oriented box debug renders, which didn't support rotations appropriately (they wouldn't match the wireframe version)
* Fixed cylinder debug renders which were always vertical (!)
* Skip visual logs with empty text in the visual logger window's tooltip
Misc :
* Deprecated the awful overload-based FVisualLogger::GeometryShapeLogf / FVisualLogEntry::AddElement API
#rb Yoan.StAmant
#tests editor
[CL 30047522 by jonathan bard in ue5-main 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]