- Commented and cleaned up the members of UStateTree a bit
- Changed StateTree Node storage to FInstancedStructArray (contiguous memory)
- Changed StateTree SharedData to FInstancedStructArray
- Changed StateTree instance data to use FInstancedStructArray
- StateTree statistics shows estimated mem usage per state and max for tree (heaviest linked chain)
- Added explicit bLinked state for UStateTree
- Cleaned up UStateTree::ResetCompiled()/ResetLinked()
- Changed StateTree execution context to allocate task instance data on Start() and EnterState()
- StateTree tick uses execution order counters to access the instance data instead of compile time specific index
#jira UE-153269
#rb Stephen.Holmes Yoan.StAmant
#preflight 628df39faf7a2e956bb45dc5
[CL 20361823 by mikko mononen in ue5-main branch]
- StateTree asset allowed by a StateTreeReference can be filtered by using "meta=(schema="SomeSchema")" on the UPROPERTY of type StateTreeReference.
#rnx
#rb mikko.mononen
#preflight 627a6fd7e713fc6e2c4cddae
[CL 20122645 by Yoan StAmant in ue5-main branch]
- base class for StateTree tasks (GameplayInteractionStateTreeTask)
- GameplayInteractions StateTree schema
- supports StateTree common Tasks, Evaluators and Conditions + GameplayInteraction Tasks
- requires two named external data items (Interactable actor and SmartObject claimed handle)
- GameplayInteraction specific SmartObjectBehaviorDefinition to execute a StateTree
- First pass of ContextualAnimStateTreeTask to play a scene from a ContextualAnimation scene asset
#rnx
#rb mikko.mononen
#preflight 627510442e58cb727d38e384
[CL 20074106 by Yoan StAmant in ue5-main branch]