- 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]
[FYI] mikko.mononen
Original CL Desc
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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]
- 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]
Create StateTreeAIComponent & StateTreeAIComponentSchema derived from StateTreeComponent but guaranteed to have a AIController
#rb mikko.mononen
[CL 31940750 by guillaume arruda in ue5-main branch]
- changed the font to default font to support all supported languages (e.g. chinese was displaying wrong)
- removed bad pattern of using new FSlateRoundedBoxBrush() in editor node tails (leaks memory)
- fixed potentially dangerous use of [this] capture in FStateTreeTransitionDetails
#rb Yoan.StAmant
[CL 30966405 by mikko mononen in ue5-main branch]
- 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]
- 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]
- 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]
- 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]
- Added Modify() for the validation functions so that they behave nice with undo (e.g. a binding may be removed by validation)
- Changed FCachedBindingData::ConditionallyUpdateData() to check if the binding has changed so that the caching reacts to undos and other modifications
- Changed FStateTreePropertyPath::ResolveIndirectionsWithValue() to fall back to the property object type, on null objects (previous logic was preventing some valid cases on empty instances)
#rb Mieszko.Zielinski
[CL 29553170 by mikko mononen in ue5-main branch]
- Remove check(SourceStruct) from ArePropertyAndContextStructCompatible, which was triggering when adding a binding for a tree that has no parameters (SourceStruct is nullptr for empty params)
#rb Mieszko.Zielinski
[CL 29267857 by mikko mononen in ue5-main branch]
- Combined common binding validation methods
- Moved all property binding callbacks to the shared binding data
#jira UE-197482
#rb Yoan.StAmant
[CL 29124924 by mikko mononen in ue5-main branch]
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]