Mark the handle and SO definiton as replicated on the base Smart object Component class. For now, this won't do anything. Going forward we will create an "Online Smart object Component" that actually stores the additional replication data as to not add a bunch of unused data on existing uses of the component.
#jira UE-188873
#jira UE-180500
#rb Yoan.StAmant
[CL 27274296 by ben hoffman in ue5-main branch]
- Fixed internal flag not properly set to false when using error reporting flow.
- Fixed combined validation results that was always using EDataValidationResult::Valid even when errors were reported.
#jira UE-192738
#rb mieszko.zielinski
#lockdown julien.marchand
[CL 27147839 by yoan stamant in ue5-main branch]
- Added Object enabled/disabled events to Smart Object lifetime to make it easier to react to the Smart Object enabled status
- Changed FSmartObjectSlotEntranceLocationRequest to be a BP type
- Changed FSmartObjectSlotEntranceLocationRequest.UserCapsule optional to invalid default value to make it easier to interface with BP
- Added FSmartObjectSlotEntranceLocationResult.bIsValid to be able to return results where the validation fails
- Added USmartObjectSubsystem.QueryAllValidatedEntranceLocations() which allows to validate SO definition, but does not require a registered Smart Object (can be used e.g. got object placement UI feedback)
- Added some helpers to allow to reuse validation between multiple methods in USmartObjectSubsystem
[CL 26987173 by mikko mononen in ue5-main branch]
- BP functions for checking if slot handles are equal or not
- to string functions for slots and handles
- is valid functions for slot handles
#rb Yoan.StAmant
[CL 26642750 by ben hoffman in ue5-main branch]
- GetSlotEntranceTags was failing because USmartObjectSubsystem::FindEntranceLocationInternal() required valid capsule even if no physics checks were done
- FindSlotEntranceLocation was missing SearchLocation and would always search around 0,0,0
[CL 25889486 by mikko mononen in ue5-main branch]
- replaced 'SmartObjectSubsystem.Claim' by 'MarkSlotAsClaimed' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsClaimed' for Blueprints
- replaced 'SmartObjectSubsystem.Use' by 'MarkSlotAsOccupied' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsOccupied' for Blueprints
- replaced 'SmartObjectSubsystem.Release' by 'MarkSlotAsFree' for native code and 'USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsFree' for Blueprints
- deprecated 'UGameplayBehaviorSmartObjectsBlueprintFunctionLibrary::UseGameplayBehaviorSmartObject' in favor of the aync task based versions
- UFUNCTION versions are redirected directly to the new names. Native versions are deprecated.
- updated 'AITask_UseGameplayInteraction' and 'AITask_UseGameplayBehaviorSmartObject' to be as close as possible since they are two similar use cases but for different plugins.
- both tasks now propose blueprint callables to create an "interact on spot" or "move to and interact" tasks:
- 'UseSmartObjectWithGameplayBehavior' and 'MoveToAndUseSmartObjectWithGameplayBehavior'
- 'UseSmartObjectWithGameplayInteraction' and 'MoveToAndUseSmartObjectWithGameplayInteraction'
- 'AITask_UseGameplayBehaviorSmartObject::UseClaimedGameplayBehaviorSmartObject' is redirected to 'MoveToAndUseSmartObjectWithGameplayBehavior' to preserve current behavior
- 'AITask_UseGameplayInteraction::UseClaimedGameplayInteractionSmartObject' is redirected to 'UseSmartObjectWithGameplayInteraction' to preserve current behavior
#jira UE-187209
#rnx
[CL 25871194 by yoan stamant in ue5-main branch]
- removed hacks for handling collisions against geom collection
- Removed unimplemented FSmartObjectSlotValidationParams::bTestUserOverlapOnEntrance
[CL 25866639 by mikko mononen in ue5-main branch]
- Added entrance handle to the data that is passed to the interaction context, exposed to state tree
- Changed entrance tags to a tag container
- Added State Tree task to get entrance tags from an entrance handle
[CL 25813984 by mikko mononen in ue5-main branch]
- RemoveComponentFromSimulation is now properly unbinding the component
- Unbinding a component from the simulation won't invalidate the registered handle anymore; this is handled by the FSmartObjectContainer.
- Removed obsolete RuntimeCreatedEntries that was replaced by the registration type.
- Added IsBoundToSimulation to the SmartObjectComponent to differentiate a registered component (valid Handle) from a registered component bound to the simulation (linked to its runtime instance)
- DebugUnregisterAllSmartObjects will no longer cause an ensure when calling EndPlay with the previous fixes.
- Added unit tests for IsBoundToSimulation and RemoveComponentFromSimulation+UnregisterSmartObject sequence to simulate the EndPlay issue.
#tests PIE, rebuild collection, WorldPartition levels, used cheats multiple times
#rb mieszko.zielinski
#preflight 64709c8a893dadf035e51c75
[CL 25647084 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]
Deprecate the pure version of FindSmartObjects and add a new non-pure BP wrapper that allows proper iteration of the returned array, both versions are identical when called from C++.
Change TSubclassOf parameters to use values instead of const references, this enables the class picker on those pins.
#jira UE-180500
#preflight skip
#rb yoan.stamant
[CL 25153289 by ben zeigler in ue5-main branch]