- new recording started from the debugger will be selected as the new active analysis
- allow multiple recordings during the same PIE session to reactive existing tracks
- do not apply trace selection if user reselect the current trace to avoid clearing data
#jira UE-207595
#jira UE-207406
#jira UE-207414
#rb mikko.mononen
[CL 33099625 by yoan stamant in ue5-main branch]
- Another fix for stuck timeline
- Removed exec context to emit EStateTreeUpdatePhase::TickStateTree scope, to allow cleaner logs for parallel STs
[CL 33030889 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]
Add validation warning if the state tree is not compiled to prevent uncompiled state tree to be submitted
#rb mikko.mononen
[CL 33001894 by guillaume arruda 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]
- When redoing add node + set node type the property customization for the node children is reused, but we cache the node ID from the initially empty node.
- Changed FBindableNodeInstanceDetails to always get the up to date ID
#jira UE-204376
#rb Mieszko.Zielinski
[CL 32969012 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]
- Make sure SStateTreeDebuggerView::MaxTrackRecordingDuration is always kept in sync so that timeline clamping works
- Tick() is called only on visible debugger windows, in case of multiple debuggers some timeline might not get corrent legnth for time scrubbing clamping
#rb Mieszko.Zielinski, Yoan.StAmant
[CL 32850983 by mikko mononen in ue5-main branch]
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL32723276
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
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
-----------------------------------------------------------------
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]