Commit Graph

76 Commits

Author SHA1 Message Date
mikko mononen
9bcda384a4 StateTree: Fix parameter handling entering to a subtree directly.
- 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]
2024-04-15 08:23:17 -04:00
mikko mononen
da69f444d5 StateTree: Added warning about linked state's child states (which cannot be selected)
#jira UE-208928
#rb Mieszko.Zielinski

[CL 32925706 by mikko mononen in ue5-main branch]
2024-04-12 07:21:04 -04:00
mikko mononen
2b93815d0a StateTree: Improved event handling
- 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]
2024-04-12 06:04:01 -04:00
mikko mononen
879e31f4c0 StateTree: Make an error to fail ST compilation.
#jira UE-207493

[CL 32883341 by mikko mononen in ue5-main branch]
2024-04-11 07:09:40 -04:00
mikko mononen
b888b0f394 StateTree: Added automatic description to tasks and conditions.
#rb Mieszko.Zielinski

[CL 32754463 by mikko mononen in ue5-main branch]
2024-04-05 03:37:02 -04:00
mikko mononen
5e4d3a8a6c [Backout] - CL32744797
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL32723276
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
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]
2024-04-05 02:16:32 -04:00
bob tellez
adaa2e290a [Backout] - CL32723276
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
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]
2024-04-04 17:51:12 -04:00
mikko mononen
b67864e0ad StateTree: Made parent state required events and enter conditions to be evaluated when transition leads directly to it's child. (contributed)
[CL 32723281 by mikko mononen in ue5-main branch]
2024-04-04 07:01:38 -04:00
mikko mononen
91012bfa0b StateTree: Added linked state overrides.
- 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]
2024-03-28 05:18:19 -04:00
yoan stamant
73e3be5b16 Added unsafe type cast as warnings in AI related plugins/modules: StateTree, Mass, SmartObject. NavigationSystem, and ZoneGraph (partial)
#rb Mieszko.Zielinski, mikko.mononen

[CL 32398227 by yoan stamant in ue5-main branch]
2024-03-21 09:44:11 -04:00
mikko mononen
a82ca89e98 StateTree: Added support for event payload in transitions and event capture for states. (contributed) [take 2]
- Transitions can now be set up to require a specific payload type and/or a gameplay tag
- Required transition event payload is visible to property bindind for transition conditions
- States can require an event type as enter condition, the event is captured when state is selected
- Required state event payload is visible to binding for state enter conditions, tasks and transistions

[CL 32150454 by mikko mononen in ue5-main branch]
2024-03-11 04:54:44 -04:00
bob tellez
0189872e84 [Backout] - CL32082262
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
StateTree: Added support for event payload in transitions and event capture for states. (contributed)
- Transitions can now be set up to require a specific payload type and/or a gameplay tag
- Required transition event payload is visible to property bindind for transition conditions
- States can require an event type as enter condition, the event is captured when state is selected
- Required state event payload is visible to binding for state enter conditions, tasks and transistions

[CL 32113027 by bob tellez in ue5-main branch]
2024-03-07 23:49:50 -05:00
mikko mononen
cec24c894d StateTree: Added support for event payload in transitions and event capture for states. (contributed)
- Transitions can now be set up to require a specific payload type and/or a gameplay tag
- Required transition event payload is visible to property bindind for transition conditions
- States can require an event type as enter condition, the event is captured when state is selected
- Required state event payload is visible to binding for state enter conditions, tasks and transistions

[CL 32082269 by mikko mononen in ue5-main branch]
2024-03-07 06:53:02 -05:00
mikko mononen
b44756326a StateTree: Fixed incorrect InstanceDataNum for CompactStates
[CL 31902391 by mikko mononen in ue5-main branch]
2024-02-29 05:37:32 -05:00
mikko mononen
e329242707 StateTree: Blueprint Property Ref.
- State Tree property ref which can be used in BP tasks

[CL 31470182 by mikko mononen in ue5-main branch]
2024-02-14 09:04:52 -05:00
mikko mononen
dd16540a54 StateTree: Storing global parameters data in instance storage.
- 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]
2024-01-22 05:38:03 -05:00
mikko mononen
e669bb6cd9 StateTree: Added property references (get pointer to a property based on binding)
- 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]
2024-01-11 04:24:45 -05:00
mikko mononen
b9896e5779 StateTree: FIx type on error message.
[CL 30289516 by mikko mononen in ue5-main branch]
2023-12-13 07:06:24 -05:00
mikko mononen
60a5dffa2d StateTree/SmartObjects: fix incorrect use of EFieldIterationFlags::None which prevents inherited struct's properties to be visited.
#rb Mieszko.Zielinski

[CL 30208750 by mikko mononen in ue5-main branch]
2023-12-08 07:31:01 -05:00
mikko mononen
400112a177 StateTree: Enabled parameters for all state types
- 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]
2023-12-05 06:59:39 -05:00
mikko mononen
16962d6a2f StateTree: Added Linked Asset state type, which allows to link another asset as subtree.
- 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]
2023-11-30 07:03:20 -05:00
mikko mononen
a500b14b6a 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 29884503 by mikko mononen in ue5-main branch]
2023-11-22 04:08:33 -05:00
grant medine
74338326da [Backout] - CL29805076
[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]
2023-11-17 11:42:17 -05:00
mikko mononen
72c488d0cf 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 29805087 by mikko mononen in ue5-main branch]
2023-11-17 07:41:08 -05:00
juan portillo
09c6561997 [StateTree]
Added "Next Selectable State" transition option which is similar to "Next State" but the difference is that if the next state fails to be selected (i.e. enter condition failed), then instead of going back up the hierarchy, it will try to select the next sibling until it finds one that is selectable or if it reached the end of the sibling list.

#rb Mikko.Mononen
#jira UE-198276

[CL 28852004 by juan portillo in ue5-main branch]
2023-10-17 16:15:53 -04:00