- fixed external requirements set by StateTreeBrainComponent to find more specific actor classes first before defaulting on AActor
- added missing supported type FMassSharedFragment for MassStateTreeSchema
- moved StateTreeLinker to it own file and handle its potential failures
#rb mikko.mononen
#rnx
#preflight 624d98fd8e5ae00f0aca3123
[CL 19646871 by Yoan StAmant 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]
- added base class for common evaluators
- added cooldown guard
- added selection guard
#jira none
#review-18405877
#robomerge 5.0
#preflight 61b1d4b6764790bee6ade85a
[CL 18417343 by mikko mononen in ue5-main branch]
- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner
- take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly
- separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items
- allow item instance to be a struct or object
- added editor support for both struct or object based instance
- added Blueprint base classes for Eval, Task and Condition
- Update UStateTreeBrainComponent
#jira UE-135723
#review-18267822
#robomerge 5.0
[CL 18280804 by mikko mononen in ue5-main branch]