This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
- added condition to prevent abstract classes being selected
- made some base node types hidden
#jira UE-149895
#rb Mieszko.Zielinski
#preflight 62849197614041edb75978ea
[CL 20258008 by mikko mononen in ue5-main branch]
- Deprecated per state evaluators and moved them to global to the tree
- Tick evals once per Tick()
- Updated editor node customizations to work on UStateTreeEditorData
- Added separate detail customization for UStateTreeEditorData
#jira UE-147508
#rb Yoan.StAmant
#preflight 62820e55046b81bf93911605
[CL 20221385 by mikko mononen in ue5-main branch]
- StateTree asset allowed by a StateTreeReference can be filtered by using "meta=(schema="SomeSchema")" on the UPROPERTY of type StateTreeReference.
#rnx
#rb mikko.mononen
#preflight 627a6fd7e713fc6e2c4cddae
[CL 20122645 by Yoan StAmant in ue5-main branch]
- Added specific "subtree" states which can be linked to via a "linked" state
- Subtrees can only bind data back to the their root state (or tree "global" data)
- Added property bag based parameters to subtree and linked states
- Update (transient) property bag structs before resolving property paths
- Linked states reflect their parameters from the state they link to
- Added property binding to and from parameters
- Relaxed the property binding to fail if the source data is not available
- Allow enter conditions to bind to tasks, and fail the expression if trying to access unaccessible data
- Added icon for linked and subtree states
- Added source type for all binding source structs
- Added UStateTreeEditorData::VisitHierarchy to simplify iterating over all states
#jira UE-147507
#rb Yoan.StAmant
#preflight 626a47182d28b9d0f77223f5
[CL 19954567 by mikko mononen in ue5-main branch]
+ Added StateTree parameters usable for data bindings and that could be overriden on context initialization by a StateTreeReference
+ Added StateTreeReference struct to hold a reference to a StateTree asset along with a list of values to parameterized the tree.
+ Added named external data items that are defined bt the Schema and for which values must be provided at runtime through the execution context.
+ Added delegate OnPostCompile after successful compilation. The StateTreeReference listens to it to validate its parameters
+ EditorData now contains its own version of the schema and parameters. On successful compilation they are copied over the StateTree own properties.
#rnx
#rb mikko.mononen
#preflight 6255d281647ad886b3593cb0
[CL 19727363 by Yoan StAmant in ue5-main branch]
- Removed unnecessary checks for specific transition (handled in enter state logic)
- Added state type to StateTreeState, State, Group, or Linked
- StateTreeState property customization hides properties based on type
- Allow a state to link to another state
- Changed baker binding validation to handle linked states
- Added linked state handling in execution context
- Updated UI deal with linked states
- Updated gameplay debugger to deal with linked states
- Moved automatic Root state adding from Editor data to editor open (tests were broken due to extra root state)
- Fixed tests and added simple test for linked state
- Added meta to tag to state link to allow to select only direct states (no next, etc)
- Added counter to track state changes (mainly for debugging)
#jira UE-147509
#review
#preflight 624beb69637925b5d306d8e7
[CL 19621621 by mikko mononen in ue5-main branch]
#jira UE-146925
#review-19478890
- Added ability to combine conditions into expressions
- Added editor UI for the expressions
- Replaced condition description with a name (makes the expressions faster to skim)
#preflight 62417309361866e20ffa6320
[CL 19524558 by mikko mononen in ue5-main branch]
- Renamed uses of item to node
- Added base class for Conditions, Evals & Tasks
#jira UE-140363
#rb mieszko.zielinski
#preflight 61fa4083db42673a6020f1fb
#lockdown julien.marchand
#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 18841581 in //UE5/Release-5.0/... via CL 18841871 via CL 18842048
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18842354 by mikko mononen in ue5-main branch]
- Removed State Succeeded/Failed from transitions as it currently does not make sense
- Change "Add Routine" button to "Add State"
-Rrenamed routines to SubTrees, generally support just one
- Add a root node by default
#jira UE-140363
#rb Yoan.StAmant
#preflight 61f3a6bf801201ab387c9b99
#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 18769095 in //UE5/Release-5.0/... via CL 18769102 via CL 18769116
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18769117 by mikko mononen in ue5-main branch]
- allow to disable enter conditions and evaluators
- allow to configure state to have just one task
#jira UE-135723
#review-18394822
#robomerge 5.0
#preflight 61b067d35c61dba07bef0718
[CL 18403954 by mikko mononen in ue5-main branch]
- fixed description display on BP conditions
- added class cache that contains also BP classes and is kept up to date as the assets and BPs change
- the condition/evaluator/task selector now shows struct and class based items in same menu
- added meta = (Hidden) support for structs to prevent them displaying in the item selector
#jira UE-135723
#review-18322707
#robomerge 5.0
#preflight 61a7302e9c77d6100788c8ad
[CL 18336889 by mikko mononen in ue5-main branch]
- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner
- take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly
- separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items
- allow item instance to be a struct or object
- added editor support for both struct or object based instance
- added Blueprint base classes for Eval, Task and Condition
- Update UStateTreeBrainComponent
#jira UE-135723
#review-18267822
#robomerge 5.0
[CL 18280804 by mikko mononen in ue5-main branch]
- Changed conditions to use the same code structure as tasks and evals
- Tasks, Evaluators, and Conditions can have separate struct for instance and tree item
- Converted existing tasks/evals/conds to use the new setup
- Updated the UI to use the new setup
- Limited the property binding to only first level properties in the instance struct
- Removed StateTreeConditionItemDetails (uses the same details customization as tasks/evals)
- Removed bunch of old test tasks and evals
#jira UE-133870
#rb Yoan.StAmant
#robomerge 5.0
[CL 18165353 by mikko mononen in ue5-main branch]
- added StateTree linker
- added Link() method to tasks and evaluators
- added templated item reference which makes getter code less error prone
#jira none
#review-17921724
#robomerge 5.0
[CL 17941680 by mikko mononen in ue5-main branch]