Commit Graph

321 Commits

Author SHA1 Message Date
jacob wang
c641fa607f [State Tree] Uniformly Random State Selection
- Added a new option for selecint child at uniform random in StateTreeStateSelectionBehavior
- Added RandomStream in StateTreeInstanceData and relevant APIs to get stream and set seed
#rb mikko.mononen

[CL 33006455 by jacob wang in ue5-main branch]
2024-04-16 13:30:24 -04:00
guillaume arruda
4f79176477 Add compile in StateTree PostLoad and compile on PIE begin to state tree so that the trees are never out of sync with the editor state in game
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]
2024-04-16 11:14:34 -04:00
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
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
551d9cb46d StateTree: Fix stack-use-after-scope
#jira UE-210969
#rb Mieszko.Zielinski

[CL 32876371 by mikko mononen in ue5-main branch]
2024-04-11 04:38:59 -04:00
mikko mononen
2d865a3f7e StateTree: Fix duplicate LOCTEXT
#jira UE-211740

[CL 32873134 by mikko mononen in ue5-main branch]
2024-04-11 02:20:18 -04:00
mikko mononen
2cd00ea993 StateTree: Added description to tasks and conditions.
#rb guillaume.arruda, Mieszko.Zielinski

[CL 32754702 by mikko mononen in ue5-main branch]
2024-04-05 04:18:10 -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
d5ede881de StateTree: Fix FStateTreePropertyRef example to guide correct type usage
- Fix FStateTreePropertyRef types in Env Query Task
- Fix too eager PVS warning

[CL 32754191 by mikko mononen in ue5-main branch]
2024-04-05 02:53:00 -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
guillaume arruda
83b26c43f3 Add support for state tree override in StateTreeRunParallelStateTreeTask
#rnx
#rb mikko.mononen

[CL 32693651 by guillaume arruda in ue5-main branch]
2024-04-03 07:16:44 -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
mikko mononen
0cdc2e12b9 StateTree: Fix active instance data access when during selection.
#rb Mieszko.Zielinski
#lockdown julien.marchand

[CL 32545460 by mikko mononen in ue5-main branch]
2024-03-27 11:51:13 -04:00
guillaume arruda
16b1c302aa Add meta tag SchemaCanBeOverriden on StateTreeReference to make IStateSchemaProvider an opt in feature
#rb Yoan.StAmant

[CL 32436239 by guillaume arruda in ue5-main branch]
2024-03-22 11:55:18 -04:00
guillaume arruda
7fb2ffb953 Fix LinkedAsset schema check that was inversed leading to subtree with looser requirement being rejected
#rnx
#rb Yoan.StAmant

[CL 32435908 by guillaume arruda in ue5-main branch]
2024-03-22 11:44:33 -04:00
mikko mononen
d92da1ba2f StateTree: Fixed non initialized state params when checking it's enter conditions
[CL 32429459 by mikko mononen in ue5-main branch]
2024-03-22 06:34:36 -04:00
guillaume arruda
5b085806fd Add postload callback to state tree node in editor
Use callback to sync parameters in FStateTreeRunParallelStateTreeTask
#rb mikko.mononen
#rnx

[CL 32396757 by guillaume arruda in ue5-main branch]
2024-03-21 08:38:57 -04:00
matt breindel
2a0454735e Making the asset gatherer tick run on a background thread. In order to do this, it was also necessary to refactor PostLoadAssetRegistryTags, deprecating the existing function and implementing a new ThreadedPostLoadAssetRegistryTagsOverride. The multithreading functionality is disabled in this checkin. -dpcvars=AssetRegistry.TickGatherOnGTOnly=0 will enable it.
#jira UE-204058
[REVIEW] [at]*matt.peters [at]dan.oconnor [at]ben.zeigler [at]robert.millar
[FYI] [at]francis.hurteau
#rb Matt.Peters

[CL 32388964 by matt breindel in ue5-main branch]
2024-03-20 20:13:47 -04:00
guillaume arruda
c3b7786a73 Create state tree task Run Parallel tree allowing a state to run a subtree while child state can still to be selected and entered.
#rb mikko.mononen, Yoan.StAmant

[CL 32362634 by guillaume arruda in ue5-main branch]
2024-03-20 08:28:58 -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
guillaume arruda
b01f59df59 Extend FStateTreePropertyRef to be able to bind to multiple property types
#rb mikko.mononen

[CL 31987032 by guillaume arruda in ue5-main branch]
2024-03-04 09:08:47 -05:00