This fixes cases where we go from FStateTreeIndex16::Invalid to uint16 then back to FStateTreeIndex16.
#rb mikko.mononen
[CL 26185990 by yoan stamant in ue5-main branch]
- enabled by default in the StateTreeEditor
- traces can be automatically started on non-editor targets by setting 'bAutoStartDebuggerTracesOnNonEditorTargets = true in StateTreeSettings or' under [/Script/StateTreeModule.StateTreeSettings]
in the .ini config file.
- traces can be manually started/stopped using `statetree.startdebuggertraces` and `statetree.stopdebuggertraces` from the console
#rb mikko.mononen
[CL 26152323 by yoan stamant in ue5-main branch]
Original CL Desc
-----------------------------------------------------------------
StateTree: Improved reconciling property names when they change
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26148754 by yoan stamant in ue5-main branch]
[FYI] mikko.mononen
Original CL Desc
-----------------------------------------------------------------
StateTree: Improved reconciling property names when they change
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26145857 by mikko mononen in ue5-main branch]
- Added PropertyGuid to FStateTreePropertyPathSegment to allow reconsile changed Blueprint class and User Defined Struct property names
- Changed FStateTreePropertyPath to optionally handle property redirects and BP/UDS name changes
- Renamed UpdateInstanceStructsFromValue to UpdateSegmentsFromValue to better reflect the use
- Improved State Tree editor bindings to update when BP/UDS properties are changed
#jira UE-184193, UE-168168
[CL 26143169 by mikko mononen in ue5-main branch]
- 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]
- Added check in the compiler to error when level Actors are found in the node, instance or parameter properties
- Made debug text task's ReferenceActor optional input to hide the level actor picker
#jira UE-185445
[CL 26086218 by mikko mononen in ue5-main branch]
- added support for breakpoint when exiting state (was only when entering)
- added support for breakpoint when entering or exiting a task
- state breakpoints can be added from contextual menu in the TreeView or from the Debug options in the details panel
- task breakpoints can be added from the Debug options in the details panel
- added feedback labels in the details panel for states and tasks with breakpoints
#rb mikko.mononen
[CL 26016378 by yoan stamant in ue5-main branch]
- Added new EnterState and TickState and deprecated olds ones
- Added function to finish the state
#jira UE-187149
[CL 25947504 by mikko mononen in ue5-main branch]
- State OnEnter no longer traced if a state is sustained (similar to OnExit)
- Added Task OnEnter for global and state tasks
- Added OnTicking and OnTicked for global tasks (same as state tasks)
#rnx
#rb none
[CL 25901710 by yoan stamant in ue5-main branch]
- Added buffered instance lifetime event in case recording is started of channel enabled after simulation is running with ticking instances.
- Fixed display issue for inactive instances
- Fixed edge case where we receive StateTree events before the first game frame of the FrameProvider for late recording sessions.
#rnx
#rb mikko.mononen
[CL 25898111 by yoan stamant in ue5-main branch]
- Added owner track to hold instance tracks as sub tracks. This will regroup all statetree instances running on the same owner during a recorded session.
- Instance tracks are marked as stale at the end of the session but owner track can be reactivated from a subsequent PIE sessions (i.e. same owners as previous session)
- Added some placeholders icons for the two track types
#rnx
#rb mikko.mononen
[CL 25895424 by yoan stamant in ue5-main branch]
- improved the connection to the next live session in case other live traces are actives
- give priority to the Editor actions (e.g. start/stop recording or auto-record on PIE start) even if an analysis was active (remote process). This will stop current analysis and connect to the new live trace.
#rnx
#rb mikko.mononen
[CL 25894628 by yoan stamant in ue5-main branch]
- fixed scrub state not refreshed when selecting another instance
-added GetInstanceName and using it instead of GetInstanceDescription for the instance tree view to get lighter UI
- used a single external scrollbar for instances and timelines treeviews
#rnx
#rb mikko.mononen
[CL 25817285 by yoan stamant in ue5-main branch]
- 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]