Add validation warning if the state tree is not compiled to prevent uncompiled state tree to be submitted
#rb mikko.mononen
[CL 33001894 by guillaume arruda in ue5-main branch]
- When transitioning to a subtree directly, self host the parameters
- Made transitioning to a subtree directly a warning, may make it an error in future versions
#jira UE-211189
#rb Yoan.StAmant
[CL 32969399 by mikko mononen in ue5-main branch]
- When redoing add node + set node type the property customization for the node children is reused, but we cache the node ID from the initially empty node.
- Changed FBindableNodeInstanceDetails to always get the up to date ID
#jira UE-204376
#rb Mieszko.Zielinski
[CL 32969012 by mikko mononen in ue5-main branch]
- Added support for shared event buffer, so that multiple instance data can use the same
- Added API to consume events
- Removed double buffering from events
- Treat TriggerTransitions() as event handler (events flushed after each call to the method)
- Event handlers (including tasks) are executed in priority order
- Transitions and event capturing states can consume events on successful selection
- Added API to tick a StateTree in two passes (update tasks and trigger transitions)
- Change parallel tree tasks to do the task update in Tick(), and event handling in TriggerTransitions()
- Small improvements to the ST debugger to display events
- NOTE: this is breaking change for implementations that has relied events emitted during tick to be available on next EnterState()
#okfirgithub public
#rb Yoan.StAmant
[CL 32924765 by mikko mononen in ue5-main branch]
- Make sure SStateTreeDebuggerView::MaxTrackRecordingDuration is always kept in sync so that timeline clamping works
- Tick() is called only on visible debugger windows, in case of multiple debuggers some timeline might not get corrent legnth for time scrubbing clamping
#rb Mieszko.Zielinski, Yoan.StAmant
[CL 32850983 by mikko mononen in ue5-main branch]
[FYI] bob.tellez
Original CL Desc
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[Backout] - CL32723276
[FYI] mikko.mononen
Original CL Desc
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StateTree: Made parent state required events and enter conditions to be evaluated when transition leads directly to it's child. (contributed)
[CL 32754072 by mikko mononen in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
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StateTree: Made parent state required events and enter conditions to be evaluated when transition leads directly to it's child. (contributed)
[CL 32744822 by bob tellez in ue5-main branch]
- Added ability to describe override table for linked state tree references
- This allows to override parts of the tree e.g. based on character type
- Fixed visibility of the State parameter button when in fixed mode
#rb guillaume.arruda
[CL 32572125 by mikko mononen in ue5-main branch]