Commit Graph

77 Commits

Author SHA1 Message Date
yoan stamant
08b5314641 [StateTreeDebugger] replaced WITH_STATETREE_DEBUGGER by WITH_STATETREE_TRACE and WITH_STATETREE_TRACE_DEBUGGER to allow different targets to use only one of the two functionalities. For example consoles can only output traces while Desktop targets can output traces and analyse them.
#rb Mieszko.Zielinski

[CL 33398309 by yoan stamant in ue5-main branch]
2024-05-02 11:47:26 -04:00
jacob wang
60131c19b5 [State Tree] StateTreeInstanceData RandomStream variable Initialization Fix/Improvement
- When duplicating the Component, RandomStream was always copied from the one on Component CDO and wasn't constructed with the current time as expected. We now initialize RandomStream at FStateTreeExecutionContext::Start(), where the InstanceData is going to persist till Stop().
- Moved RandomStream variable to FStateTreeExecutionState as it better reflects the window it persists now.
- Fixed non-deterministic default-constructed value of RandomStream variable in UStruct LogError by the above

#jira UE-212551
#rb mikko.mononen

[CL 33174826 by jacob wang in ue5-main branch]
2024-04-23 14:17:24 -04:00
mikko mononen
2b93815d0a StateTree: Improved event handling
- 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]
2024-04-12 06:04:01 -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
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
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
151da40c35 StateTree: Fix template error
[CL 32082834 by mikko mononen in ue5-main branch]
2024-03-07 07:56:54 -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
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
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
mikko mononen
dd16540a54 StateTree: Storing global parameters data in instance storage.
- 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]
2024-01-22 05:38:03 -05:00
mikko mononen
e669bb6cd9 StateTree: Added property references (get pointer to a property based on binding)
- Added FStateTreePropertyRef which allows to get pointer to bindable output properties in the StateTree
- This will eventually supercede FStateTreeStructRef

[CL 30563615 by mikko mononen in ue5-main branch]
2024-01-11 04:24:45 -05:00
mikko mononen
4f24764f7f StateTree: Fixed comments and restored timing collection for Mass external data collecting
[CL 30315320 by mikko mononen in ue5-main branch]
2023-12-14 03:17:43 -05:00
yoan stamant
291f8bc9e0 [StateTreeDebugger] support for linked tree assets
- added new dedicated section for completed states
#rb mikko.mononen

[CL 30293000 by yoan stamant in ue5-main branch]
2023-12-13 10:21:13 -05:00
mikko mononen
6f402b9027 StateTree: Added support for external data for nested tree.
#rb Mieszko.Zielinski

[CL 30289195 by mikko mononen in ue5-main branch]
2023-12-13 06:34:27 -05:00
mikko mononen
9106379fa3 StateTree: Fix crash trying to access invalid instance data
- During state selection keep track if the current state we're expanding is part of the active states, if not prevent access to instance data

#jira UE-201217
#rb Mieszko.Zielinski

[CL 30036182 by mikko mononen in ue5-main branch]
2023-12-01 06:43:27 -05:00
mikko mononen
16962d6a2f StateTree: Added Linked Asset state type, which allows to link another asset as subtree.
- 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]
2023-11-30 07:03:20 -05:00
mikko mononen
a500b14b6a 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 29884503 by mikko mononen in ue5-main branch]
2023-11-22 04:08:33 -05:00
grant medine
74338326da [Backout] - CL29805076
[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]
2023-11-17 11:42:17 -05:00
mikko mononen
72c488d0cf 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 29805087 by mikko mononen in ue5-main branch]
2023-11-17 07:41:08 -05:00
juan portillo
09c6561997 [StateTree]
Added "Next Selectable State" transition option which is similar to "Next State" but the difference is that if the next state fails to be selected (i.e. enter condition failed), then instead of going back up the hierarchy, it will try to select the next sibling until it finds one that is selectable or if it reached the end of the sibling list.

#rb Mikko.Mononen
#jira UE-198276

[CL 28852004 by juan portillo in ue5-main branch]
2023-10-17 16:15:53 -04:00