Commit Graph

69 Commits

Author SHA1 Message Date
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
151da40c35 StateTree: Fix template error
[CL 32082834 by mikko mononen in ue5-main branch]
2024-03-07 07:56:54 -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
37043755be StateTree: Consolidated searching for frame and it's parent into a single helper function.
[CL 31900727 by mikko mononen in ue5-main branch]
2024-02-29 03:19:31 -05:00
mikko mononen
4079007ba6 StateTree: Introduced TStateTreePropertyRefExternalHandle.
- also InstanceDataStorage is stored as a sharedptr now

[CL 30996128 by mikko mononen in ue5-main branch]
2024-01-30 03:18:31 -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
4f24764f7f StateTree: Fixed comments and restored timing collection for Mass external data collecting
[CL 30315320 by mikko mononen in ue5-main branch]
2023-12-14 03:17:43 -05:00
yoan stamant
291f8bc9e0 [StateTreeDebugger] support for linked tree assets
- added new dedicated section for completed states
#rb mikko.mononen

[CL 30293000 by yoan stamant in ue5-main branch]
2023-12-13 10:21:13 -05:00
mikko mononen
6f402b9027 StateTree: Added support for external data for nested tree.
#rb Mieszko.Zielinski

[CL 30289195 by mikko mononen in ue5-main branch]
2023-12-13 06:34:27 -05:00
mikko mononen
9106379fa3 StateTree: Fix crash trying to access invalid instance data
- During state selection keep track if the current state we're expanding is part of the active states, if not prevent access to instance data

#jira UE-201217
#rb Mieszko.Zielinski

[CL 30036182 by mikko mononen in ue5-main branch]
2023-12-01 06:43:27 -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
yoan stamant
1e3df2603b [StateTree] Added deferred stop and validation for reentrant calls to Start/Stop/Tick.
#rb mikko.mononen

[CL 28133788 by yoan stamant in ue5-main branch]
2023-09-22 09:53:34 -04:00
yoan stamant
8aba578f59 [StateTreeDebuggger] Frame details view update:
- replaced node details view by embedding property values in the tree view
- node exported text (e.g. Task, Conditions, etc) is no longer imported in struct or object to avoid problems with missing types or property types with specific requirements (e.g. Object base property needs to find the specified value). Goal is to always be able to inspect key/value pairs.
- improved hierarchy of event to improve readibility
- started adding some custom row widgets for the different event types
- reworked the toolbar to regroup the different concepts (Simulation controls, Trace recording, Trace analyzing)
#rnx
#rb mikko.mononen

[CL 26855639 by yoan stamant in ue5-main branch]
2023-08-04 14:55:23 -04:00
yoan stamant
7d4961a65f [StateTreeDebugger]
- added option to disable state transitions
- added state transition breakpoints
- fixed scrubbing not using the right time (analysis time instead of world simulation time) when hitting a breakpoint
- fixed new instance auto selection on record when previous selection is a stale subtrack
- added console variable `statetree.displayitemids` to display states, tasks and transitions Ids in the StateTreeEditor (details view and state treeview)
#rb mikko.mononen

[CL 26128077 by yoan stamant in ue5-main branch]
2023-06-20 13:49:25 -04:00
mikko mononen
0308e0f04a StateTree: Fixed and improved transition status reporting
- Allow to specify the completion status and terminal state when calling Stop() on State Tree exection context
- Global task's execution status directly translates to stree state on global EnterState (previously could just fail)
- Report terminal state transitions for global tasks (allows to use same task erro handling on states and global)
- Tie global task exection to the tree status, global tasks get ExitState() when transitioning to terminal state
- RequestTransition() was errorneuously reporting TreeRunStatus (instead of LastTickStatus) in Transition.CurrentRunStatus, this made it impossible to detect failed transitions on ExitState()

#preflight 647dae328b08a8b7939102ab

[CL 25789064 by mikko mononen in ue5-main branch]
2023-06-05 06:33:07 -04:00
yoan stamant
05bc614a8e [StateTreeDebugger]
- Added trace event for Phase (Push + Pop) to make it easier to recreate the event hierarchy when analyzing the traces.
- Merged enums EStateTreeTraceInstanceEventType and EStateTreeTraceNodeEventType to EStateTreeTraceEventType which is mainly a list of verbs that could be reused for different events (States, Instances, Tasks, etc.)
- EStateTreeUpdatePhase is no longer used as flags and reduced to uint8
- Phase events are stacked when producing traces and sent only if meaningful events (Task, State, Transition, etc.) are sent during their scope. This is to avoid sending useless events when the StateTree is ticked without any changes
#rnx
#rb mikko.mononen
#preflight 6474a5e62e05bcc3309d093e

[CL 25663847 by yoan stamant in ue5-main branch]
2023-05-29 10:13:21 -04:00
yoan stamant
8155710fd1 [StateTree debugger]
- added traces for transitions
- support for recursive state selection
- fixed breakpoints not stopping execution since timelines were added
- added meta data to types used for event visualization
- forced expansion for all treeview items in frame details
#rnx
#rb mikko.mononen
#preflight 646cb538205f5d23d5206392

[CL 25582715 by yoan stamant in ue5-main branch]
2023-05-23 10:46:16 -04:00
yoan stamant
1cd242d1dc [StateTree] debugger update
- moved debugger related files to a dedicated directory
- trace provider now allows to read all timelines associated to a given state tree asset instance
- added multiple slate widgets to manage tracks and timelines (directly inspired from RewindDebugger to make it easier to integrate the tools together eventually).
- added synchronized lists of instance names and timelines
- converted EStateTreeUpdatePhase to enum flags used to build frame details hierarchically
#preflight 645a57584c3ec54e6e65f494

[CL 25390252 by yoan stamant in ue5-main branch]
2023-05-09 12:57:56 -04:00
yoan stamant
c478e602b3 [StateTree] debugger updates:
- replaced log listing by treeview (as a prototype but will be replaced by a timeline)
- added event for conditions
- added details view for Condition and Tasks instance data
#rb mikko.mononen
#preflight 644002eea35280ed4f7a6afe

[CL 25110578 by yoan stamant in ue5-main branch]
2023-04-19 13:26:23 -04:00