- 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 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]
- 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]
- 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]
- 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]
- added traces for transitions
- support for recursive state selection
- fixed breakpoints not stopping execution since timelines were added
- added meta data to types used for event visualization
- forced expansion for all treeview items in frame details
#rnx
#rb mikko.mononen
#preflight 646cb538205f5d23d5206392
[CL 25582715 by yoan stamant in ue5-main branch]
This allows your assets to warn on top of erroring out.
#jira UE-183475
#preflight 644ae7701c2846595cbe0e21
[CL 25224515 by jodon karlik in ue5-main branch]
- Fixes a crash in property bindings which tried to access data based on the old BP class layout
#preflight 64394feb9566b61450e4c856
[CL 25049335 by mikko mononen in ue5-main branch]
Initial version of the debugger
- currently compiled by StateTreeModule and StateTreeEditorModule using WITH_STATETREE_DEBUGGER
- currently not exposed to UI by StateTree settings 'bUseDebugger'
- in this version only one instance per asset can be debugged
- using Trace services to read events generated by statetree instances.
- can connect to any traces (Editor, Client, Server) as long as the compiled statetree matches
#rb mieszko.zielinski
#preflight 641088a30e1f02786b509663
[CL 24639409 by yoan stamant in ue5-main branch]
- refactored the property binding representation, editor binding shave now more structure, and removed intermediate representation
- added functionality to resolve property paths agains a known value
- added instanced struct and object indirection types
- added editor functionality to allow to bind to further than first level of properties
- refactored editor tree traversal, allow to access values too
- simplified statetree node ui
- requires to recompile trees, bumped version
#rb Mieszko.Zielinski
#preflight 63e6204ff15c83b79312aca5
[CL 24117094 by mikko mononen in ue5-main branch]
* Ran IWYU on ~170 plugins to remove includes not needed. Public api still keep old includes inside #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#preflight 63d09351574ab9cae4670216
#rb none
[CL 23844750 by henrik karlsson in ue5-main branch]
- Added ability for tasks to request transitions
- Added buffered transition requests
- Added callback method to FStateTreeTaskBase which is called during transition triggering
- Allow FStateTreeStateLink to be added to tasks and conditions (resolved automatically during compile)
#jira UE-174250
#preflight 63ca7ee8977c62635603afcb
[CL 23815873 by mikko mononen in ue5-main branch]
- Added global tasks which are run at tree level similar to evals (will replace evals)
- allows initial state selection to rely in calculated data (e.g. world conditions)
- allows better reuse of existing logic
- Call evaluator stop in reverse order
- Use some uses of mutable instanced structs
- Copy bindings along with ST nodes
- Remove bindings when removing a ST node, so that undo can restore them
#rb Yoan.StAmant
#preflight 63bd2c7968068a8bd6395d2c
[CL 23632408 by mikko mononen in ue5-main branch]