- 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]
- Fixed alignment of null structs from 0 to 1
- 0 causes the offset to reset, which in turn could could cause 0 size malloc
#jira none
#rb Yoan.StAmant
#fyi Yoan.StAmant
#preflight 6285fbb67a2503cd8986ce1f
[CL 20277269 by mikko mononen in ue5-main branch]
- Separated condition instance data into a shared instance data (mutable but no persistent state)
- Made BP TestCondition() const, conditions should not hold state
- Added macro to define runtime data POD for faster init
- Added custom serialization version for UStateTree, older assets need recompile
- Updated memory reporting to be a bit more accurate, separated shared and unique data
#jira UE-147508
#rb Mieszko.Zielinski
#preflight 627b657d2d608c533b5cde15
[CL 20134929 by mikko mononen in ue5-main branch]
- Moved instance object directly on FStateTreeInstanceData to make easier to access
- Internal instance data on FStateTreeExecutionContext is not property to simplify handling
- Link & resolve properties on UStateTree when objects are replaced (to refresh cached property pointers)
- Moved instance data initialization out from FStateTreeExecutionContext
#preflight 623b0bff10251d53d5823f3e
[CL 19477789 by mikko mononen in ue5-main branch]
- Added new struct to hold instance data
- Removed on the fly created customs struct for storing the instance data
- The Mass StateTree instance data is not a fragment anymore
- Fixes crash when using StateTreeBrainComponent directly on actor
- Moved StateTree activation processor settings to Mass Behavior settings
#jira UE-133870
#rb Yoan.StAmant
#preflight 62178318db60b6b592190db8
[CL 19112506 by mikko mononen in ue5-main branch]