- fail compilation if linking to non-subtree
- fixed crash in linker if subtree does not have parameters
- fixed subtree test (subtree state was missing type)
#jira UE-155893
#preflight 62d90fd3d54af4b9a2fc04c0
#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 21198999 via CL 21199006 via CL 21199009
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21199538 by mikko mononen in ue5-main branch]
- Added BP-like class picker for schema when StateTree asset is created
- Added "CommonSchema" meta tag for schemas to allow them to be added to the common list
- Allow the asset on StateTree actor component to EditAnywhere
- Fixed compilation indication for empty StateTrees (was showing red)
#robomerge EngineMerge
#jira UE-151649
#rb Yoan.StAmant
#preflight 62beaeeb8d5e6787590a0921
[CL 20911820 by mikko mononen in ue5-main branch]
Root states accumulate max child state memory usage (e.g. most expensive chain) not whole tree.
#robomerge EngineMerge
#jira none
#rb Mieszko-Zielinski
#preflight 62bc34e33771c5710de5e012
[CL 20872323 by mikko mononen in ue5-main branch]
- added functionality to allow to use property binding to get pointer to another struct property
- converted mass smart object and movement tasks to use struct ref
#jira none
#robomerge EngineMerge
#rb Yoan.StAmant
#preflight 62bc0d51e353c20ac23fbf39
[CL 20871790 by mikko mononen in ue5-main branch]
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
- Changed FStateTreeHandle to FStateTreeStateHandle, used only for indexing states
- Added uint16 and uin8 index types, which can represent invalid index (aka INDEX_NONE)
- Changed indices that can be optional to the index types above
- Added validation and error loggic when index types overflow during compile
- Removed 2 indirections (in common case) and halved the memory usage of property copies
#jira none
#rb Mieszko.Zielinski
#preflight 6295d26e91004dd61ced370b
[CL 20434838 by mikko mononen in ue5-main branch]
- Commented and cleaned up the members of UStateTree a bit
- Changed StateTree Node storage to FInstancedStructArray (contiguous memory)
- Changed StateTree SharedData to FInstancedStructArray
- Changed StateTree instance data to use FInstancedStructArray
- StateTree statistics shows estimated mem usage per state and max for tree (heaviest linked chain)
- Added explicit bLinked state for UStateTree
- Cleaned up UStateTree::ResetCompiled()/ResetLinked()
- Changed StateTree execution context to allocate task instance data on Start() and EnterState()
- StateTree tick uses execution order counters to access the instance data instead of compile time specific index
#jira UE-153269
#rb Stephen.Holmes Yoan.StAmant
#preflight 628df39faf7a2e956bb45dc5
[CL 20361823 by mikko mononen in ue5-main branch]
- Fixed alignment of null structs from 0 to 1
- 0 causes the offset to reset, which in turn could could cause 0 size malloc
#jira none
#rb Yoan.StAmant
#fyi Yoan.StAmant
#preflight 6285fbb67a2503cd8986ce1f
[CL 20277269 by mikko mononen in ue5-main branch]
- added condition to prevent abstract classes being selected
- made some base node types hidden
#jira UE-149895
#rb Mieszko.Zielinski
#preflight 62849197614041edb75978ea
[CL 20258008 by mikko mononen in ue5-main branch]
- Deprecated per state evaluators and moved them to global to the tree
- Tick evals once per Tick()
- Updated editor node customizations to work on UStateTreeEditorData
- Added separate detail customization for UStateTreeEditorData
#jira UE-147508
#rb Yoan.StAmant
#preflight 62820e55046b81bf93911605
[CL 20221385 by mikko mononen in ue5-main branch]
- Separated condition instance data into a shared instance data (mutable but no persistent state)
- Made BP TestCondition() const, conditions should not hold state
- Added macro to define runtime data POD for faster init
- Added custom serialization version for UStateTree, older assets need recompile
- Updated memory reporting to be a bit more accurate, separated shared and unique data
#jira UE-147508
#rb Mieszko.Zielinski
#preflight 627b657d2d608c533b5cde15
[CL 20134929 by mikko mononen in ue5-main branch]
- StateTree asset allowed by a StateTreeReference can be filtered by using "meta=(schema="SomeSchema")" on the UPROPERTY of type StateTreeReference.
#rnx
#rb mikko.mononen
#preflight 627a6fd7e713fc6e2c4cddae
[CL 20122645 by Yoan StAmant in ue5-main branch]