- 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]
- 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]
- 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]
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]
- Improved formatting of State Tree error messages
- Fixed GetDataViewByID to return true on null values but valid types (e.g. context data)
- Added check if property types match for property binding widget
- Cache current property binding data for binding widget
#jira UE-168333
[CL 26230591 by mikko mononen in ue5-main branch]
- restored tracking of struct/object instances per state (got lost in a merge)
- fixed tracking of bHasTransitionTasks (was storing only last task)
[CL 26177538 by mikko mononen 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]
- fixed object tokens not to open asset browser
- made the node text token easier to distinguish and added type to it too
- fixed typo in error
[CL 26116592 by mikko mononen in ue5-main branch]
- Added check in the compiler to error when level Actors are found in the node, instance or parameter properties
- Made debug text task's ReferenceActor optional input to hide the level actor picker
#jira UE-185445
[CL 26086218 by mikko mononen 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]
- Added selection behavior None (not selectable)
- Added selection behavior TryEnterState (enters the specific state, does not consider child states)
- Added selection behavior TryFollowTransitions (follows transitions when state is tried to be selected)
- Brushed up a bit the state representation in editor (added icons, cleaned up layout)
#preflight 6436843df12d5de705595942
[CL 25005118 by mikko mononen in ue5-main branch]