- 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
-----------------------------------------------------------------
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]
Upgrade the overrides and callsites in all of Epic's code.
Every class that can be subclassed by licensees that has its override change needs to keep the old version of the function as deprecated. Otherwise subclasses that call Super::GetAssetRegistryTags will have a compile error instead of a deprecation warning.
Several classes had their own extension method for GetAssetRegistryTags being passed on to user data classes. Updated all of those to take FAssetRegistryTagsContext just like GetAssetRegistryTags does.
#rnx
#rb Francis.Hurteau
[CL 30224166 by matt peters in ue5-main branch]
- Allow each state to have parameters (not super useful yet)
- Made property bindings for parameters to retain binding when a param is renamed (keeps track of the property bag ID)
- Fixed access of temporary instance data with EStateTreeDataSourceType::StateParameterData
- Added comments for UStateTreeState properties
- Changed property order of UStateTreeState so that display data comes first, then state settings, and finally parameters
- Fixed FStateTreeStateParametersInstanceDataDetails to allow property editing and value binding at the same time
#rb Mieszko.Zielinski
[CL 30112368 by mikko mononen in ue5-main branch]
- Added LinkedAsset State Tree State Type
- Allow to pick nested tree asset on LinkedAsset states
- Changed how linked state params are accessed using ParentFrame
- Added temporary instance data
- Temporaries are kept around until state selection
- Create temp instance data during state selection for state parameters (allows to create enter conditions based on subtree state params)
- Instantiate and Start linked State Trees global tasks and evaluators during state selection
- Matching temporary instances created during state selection are moved to instance data on state change (rest are discarded)
- Per node instance data is looked up just once, and FStateTreeExecutionContext::GetInstanceData() only serves the specific instance data.
#rb Mieszko.Zielinski, Yoan.StAmant
[CL 30012308 by mikko mononen in ue5-main branch]
- Remove DataView concept
- Added FStateTreeExecutionFrame, which defines an active branch of a specific state tree that is running
- Added FStateTreeDataHandle, which allows frame relative access of instance data (replaces the DataViews)
- Changed linked states to spawn new frames (will later extend to handle linked trees on other assets)
- Bumped StateTree data version number, requires recomplation of StateTrees
#rb Yoan.StAmant
[CL 29884503 by mikko mononen in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
StateTree: Changed how instance data is accessed
- Remove DataView concept
- Added FStateTreeExecutionFrame, which defines an active branch of a specific state tree that is running
- Added FStateTreeDataHandle, which allows frame relative access of instance data (replaces the DataViews)
- Changed linked states to spawn new frames (will later extend to handle linked trees on other assets)
- Bumped StateTree data version number, requires recomplation of StateTrees
#rb Yoan.StAmant
[CL 29810071 by grant medine in ue5-main branch]
- Remove DataView concept
- Added FStateTreeExecutionFrame, which defines an active branch of a specific state tree that is running
- Added FStateTreeDataHandle, which allows frame relative access of instance data (replaces the DataViews)
- Changed linked states to spawn new frames (will later extend to handle linked trees on other assets)
- Bumped StateTree data version number, requires recomplation of StateTrees
#rb Yoan.StAmant
[CL 29805087 by mikko mononen in ue5-main branch]
UpdateSegmentsFromValue contains an optional field to print out additional info regarding failures. This change populates this field and the corresponding error log to print out the additional information.
#rb mikko.mononen
[CL 27988981 by mikko mononen in ue5-main branch]
- On breakpoint hit the tree view will select and focus on the associated state and event treeview will select the event that triggered the breakpoint
- added missing trace for exiting tasks
- scrub to the record time when breakpoint is hit so events tree view is synchronized to the right time (not the latest processed time)
#rb mikko.mononen
[CL 26268463 by yoan stamant in ue5-main branch]
Original CL Desc
-----------------------------------------------------------------
StateTree: Improved reconciling property names when they change
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26148754 by yoan stamant in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
StateTree: Improved reconciling property names when they change
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26145857 by mikko mononen in ue5-main branch]
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26143169 by mikko mononen in ue5-main branch]
- added option to disable state transitions
- added state transition breakpoints
- fixed scrubbing not using the right time (analysis time instead of world simulation time) when hitting a breakpoint
- fixed new instance auto selection on record when previous selection is a stale subtrack
- added console variable `statetree.displayitemids` to display states, tasks and transitions Ids in the StateTreeEditor (details view and state treeview)
#rb mikko.mononen
[CL 26128077 by yoan stamant in ue5-main branch]
- added support for breakpoint when exiting state (was only when entering)
- added support for breakpoint when entering or exiting a task
- state breakpoints can be added from contextual menu in the TreeView or from the Debug options in the details panel
- task breakpoints can be added from the Debug options in the details panel
- added feedback labels in the details panel for states and tasks with breakpoints
#rb mikko.mononen
[CL 26016378 by yoan stamant in ue5-main branch]
- Enabled UDS in the struct/property pickers
- Added support for reinstancing instanced struct & co when UDS layout changes
#preflight 64707629c34463d6e8bd9304
[CL 25646984 by mikko mononen in ue5-main branch]