- 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]
- Added property override logic into FPropertyBagInstanceDataDetails
- Added hooks to allow to customize the peoperty override logic by deriving from FPropertyBagInstanceDataDetails
- Added array of overridden property IDs in FStateTreeReference
#rb Mieszko.Zielinski
[CL 30502099 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]
- 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]
- 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]