Commit Graph

289 Commits

Author SHA1 Message Date
mikko mononen
b888b0f394 StateTree: Added automatic description to tasks and conditions.
#rb Mieszko.Zielinski

[CL 32754463 by mikko mononen in ue5-main branch]
2024-04-05 03:37:02 -04:00
mikko mononen
d5ede881de StateTree: Fix FStateTreePropertyRef example to guide correct type usage
- Fix FStateTreePropertyRef types in Env Query Task
- Fix too eager PVS warning

[CL 32754191 by mikko mononen in ue5-main branch]
2024-04-05 02:53:00 -04:00
mikko mononen
5e4d3a8a6c [Backout] - CL32744797
[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]
2024-04-05 02:16:32 -04:00
bob tellez
adaa2e290a [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 32744822 by bob tellez in ue5-main branch]
2024-04-04 17:51:12 -04:00
mikko mononen
b67864e0ad StateTree: Made parent state required events and enter conditions to be evaluated when transition leads directly to it's child. (contributed)
[CL 32723281 by mikko mononen in ue5-main branch]
2024-04-04 07:01:38 -04:00
guillaume arruda
83b26c43f3 Add support for state tree override in StateTreeRunParallelStateTreeTask
#rnx
#rb mikko.mononen

[CL 32693651 by guillaume arruda in ue5-main branch]
2024-04-03 07:16:44 -04:00
mikko mononen
91012bfa0b StateTree: Added linked state overrides.
- 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]
2024-03-28 05:18:19 -04:00
mikko mononen
0cdc2e12b9 StateTree: Fix active instance data access when during selection.
#rb Mieszko.Zielinski
#lockdown julien.marchand

[CL 32545460 by mikko mononen in ue5-main branch]
2024-03-27 11:51:13 -04:00
guillaume arruda
16b1c302aa Add meta tag SchemaCanBeOverriden on StateTreeReference to make IStateSchemaProvider an opt in feature
#rb Yoan.StAmant

[CL 32436239 by guillaume arruda in ue5-main branch]
2024-03-22 11:55:18 -04:00
guillaume arruda
7fb2ffb953 Fix LinkedAsset schema check that was inversed leading to subtree with looser requirement being rejected
#rnx
#rb Yoan.StAmant

[CL 32435908 by guillaume arruda in ue5-main branch]
2024-03-22 11:44:33 -04:00
mikko mononen
d92da1ba2f StateTree: Fixed non initialized state params when checking it's enter conditions
[CL 32429459 by mikko mononen in ue5-main branch]
2024-03-22 06:34:36 -04:00
guillaume arruda
5b085806fd Add postload callback to state tree node in editor
Use callback to sync parameters in FStateTreeRunParallelStateTreeTask
#rb mikko.mononen
#rnx

[CL 32396757 by guillaume arruda in ue5-main branch]
2024-03-21 08:38:57 -04:00
matt breindel
2a0454735e Making the asset gatherer tick run on a background thread. In order to do this, it was also necessary to refactor PostLoadAssetRegistryTags, deprecating the existing function and implementing a new ThreadedPostLoadAssetRegistryTagsOverride. The multithreading functionality is disabled in this checkin. -dpcvars=AssetRegistry.TickGatherOnGTOnly=0 will enable it.
#jira UE-204058
[REVIEW] [at]*matt.peters [at]dan.oconnor [at]ben.zeigler [at]robert.millar
[FYI] [at]francis.hurteau
#rb Matt.Peters

[CL 32388964 by matt breindel in ue5-main branch]
2024-03-20 20:13:47 -04:00
guillaume arruda
c3b7786a73 Create state tree task Run Parallel tree allowing a state to run a subtree while child state can still to be selected and entered.
#rb mikko.mononen, Yoan.StAmant

[CL 32362634 by guillaume arruda in ue5-main branch]
2024-03-20 08:28:58 -04:00
mikko mononen
a82ca89e98 StateTree: Added support for event payload in transitions and event capture for states. (contributed) [take 2]
- 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]
2024-03-11 04:54:44 -04:00
bob tellez
0189872e84 [Backout] - CL32082262
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
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]
2024-03-07 23:49:50 -05:00
mikko mononen
cec24c894d 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 32082269 by mikko mononen in ue5-main branch]
2024-03-07 06:53:02 -05:00
guillaume arruda
b01f59df59 Extend FStateTreePropertyRef to be able to bind to multiple property types
#rb mikko.mononen

[CL 31987032 by guillaume arruda in ue5-main branch]
2024-03-04 09:08:47 -05:00
mikko mononen
37043755be StateTree: Consolidated searching for frame and it's parent into a single helper function.
[CL 31900727 by mikko mononen in ue5-main branch]
2024-02-29 03:19:31 -05:00
yoan stamant
266d1dc2b9 [StateTreeDebugger] handle buffered data differently if it can be reused in multiple traces during the same game session or if it need to be reset when stopping the trace
#jira UE-207387
#rb mikko.mononen

[CL 31805935 by yoan stamant in ue5-main branch]
2024-02-26 11:32:07 -05:00
mikko mononen
e329242707 StateTree: Blueprint Property Ref.
- State Tree property ref which can be used in BP tasks

[CL 31470182 by mikko mononen in ue5-main branch]
2024-02-14 09:04:52 -05:00
mikko mononen
bcd3274e9c PropertyBinding: Changed the results passed to OnCanAcceptPropertyOrChildrenWithBindingChain to be consistent with the rest of the API.
#rb Mieszko.Zielinski#preflight 65cb57734e11958de197f696

[CL 31421923 by mikko mononen in ue5-main branch]
2024-02-13 08:30:26 -05:00
mikko mononen
06ed216b15 StateTree: Fixed crash when resolving bindings without value into Weak or Soft Objects.
[CL 31041153 by mikko mononen in ue5-main branch]
2024-01-31 05:31:30 -05:00
mikko mononen
4079007ba6 StateTree: Introduced TStateTreePropertyRefExternalHandle.
- also InstanceDataStorage is stored as a sharedptr now

[CL 30996128 by mikko mononen in ue5-main branch]
2024-01-30 03:18:31 -05:00
yoan stamant
a415b9d013 [StateTreeTrace] fixed performance issue when buffering lot of events (> 17K in City Sample) by switching array to map.
#jira UE-204488
#rb mikko.mononen

[CL 30919514 by yoan stamant in ue5-main branch]
2024-01-26 07:23:56 -05:00