Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/StateTree.cpp
johan torp 146b21d3d4 GC reachability optimizations. ~1.5x speedup and ~2.5MB memory saved for an internal title.
List of optimizations and changes:
* Token stream structure
    * Split token stream into strong-only and a mixed (weak+strong) stream
    * Split token stream into a builder and a tighter view class which reduces sizeof(UClass)
    * Implemented ref-counted token stream view sharing
    * Removed Class and Outer from token stream
    * Allow empty token streams (enabled by removing Class/Outer) to avoid touching token stream data
    * Placed ARO (AddReferencedObjects) last to reduce per object cache thrashing, improve control flow predicability and avoid reading the last EndOfPointer and EndOfStream tokens
    * FPrefetchingObjectIterator that bring in Class/Outer, class' tokenstream view and the first token data ahead of time
    * Decode token bitfield once and ahead of time
* Reference queues and batch processing
    * Introduced bounded queues: ref arrays -> unvalidated refs -> validated (non-null / non-permanent) refs
    * Split all these queues for killable vs immutable references
    * Stack-living references still handled synchronously. With removal of Class/Outer (prefetched ahead of time) few instances remain outside of ARO calls.
    * Outer queues hold 32 items and get flushed when full.
* AddReferencedObjects (ARO) optimizations
    * Misc optimizations in many ARO implementations
    * New FReferenceCollector API to queue up ARO references (AddStableReference), old sync API (HandleObjectReference) still available
    * New AddPropertyReferences traversal that replaces SerializeBin and PropertyValueIterator
        * 4.5x faster than PropertyValueIterator
        * Uses CLASSCAST dispatch instead of virtual SerializeItem dispatch.
        * Step towards new unified token stream replacement shared by class token processing, structs and ARO
    * Replaced StructUtil::AddReferencedObjects with AddPropertyReferences traversal, ~8x speedup and collects more references for CitySample
* Parallelism
    * Single long-running task per worker
    * Improved work-stealing / load-balancing, workers can steal full blocks, ARO calls and initial references
    * Queue up slow ARO calls to improve load balancing and avoid late stragglers. Motivated by certain ARO calls taking over 2ms for a few specific objects.
    * Kick tasks manually to avoid ParallelFor end synchronization
* FGCObject
    * Initial reference collector runs in parallel with mark phase
    * New FGCObject constructor API (AddStableNativeReferencesOnly) to opt-in to initial reference collection, used by StreamableManager
    * Same constructor API allows FGCObjects to defer registration until they become active (RegisterLater), reduces number of active GCObjects
* Reduced memory usage
    * Allocate reached objects in scratch pages (FWorkBlock) and reuse processed blocks, instead of swapping two big TArray<UObject*> per worker
    * Reduced sizeof(UClass)
    * Shareable token streams
* Misc optimizations
    * New API to test if an object is in the permanent object pool. Old API read two global pointers for every visited reference.
    * Fixed signed integer usage in GUObjectArray lookup that led to bad codegen
    * FPropertyIterator optimizations
    * SerializeBin optimizations
* Other changes
    * Moved many helpers into UE::GC namespace
    * Replaced TFastReferenceCollector API with simplified CollectReferences call. Needed to break this API  any way.
    * Introduced FGCInternals to avoid forward-declaring TFastReferenceCollector and depend on the options enum in common headers
    * Moved and outlined code from GarbageCollection.h / FastReferenceCollector.h to GarbageCollection.cpp
    * Moved GC History and Garbage Reference Tracking into a synchronous TDebugReachabilityProcessor
    * Removed PersistentGarbage flag since it wasn't used in practice
    * Improved const correctness

#rb robert.millar,robert.manuszewski,pj.kack
#preflight 63945bf45624e6da5ec85f88
#jira UE-169791

[CL 23475562 by johan torp in ue5-main branch]
2022-12-11 23:21:18 -05:00

541 lines
18 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTree.h"
#include "StateTreeLinker.h"
#include "StateTreeNodeBase.h"
#include "StateTreeSchema.h"
#include "StateTreeTaskBase.h"
#include "StateTreeEvaluatorBase.h"
#include "AssetRegistry/AssetData.h"
#include "Misc/ScopeRWLock.h"
#include "StateTreeDelegates.h"
#include "Logging/LogScopedVerbosityOverride.h"
#include "StructUtilsTypes.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTree)
const FGuid FStateTreeCustomVersion::GUID(0x28E21331, 0x501F4723, 0x8110FA64, 0xEA10DA1E);
FCustomVersionRegistration GRegisterStateTreeCustomVersion(FStateTreeCustomVersion::GUID, FStateTreeCustomVersion::LatestVersion, TEXT("StateTreeAsset"));
bool UStateTree::IsReadyToRun() const
{
// Valid tree must have at least one state and valid instance data.
return States.Num() > 0 && bIsLinked;
}
TSharedPtr<FStateTreeInstanceData> UStateTree::GetSharedInstanceData() const
{
// Create a unique index for each thread.
static std::atomic_int ThreadIndexCounter {0};
static thread_local int32 ThreadIndex = INDEX_NONE; // Cannot init directly on WinRT
if (ThreadIndex == INDEX_NONE)
{
ThreadIndex = ThreadIndexCounter.fetch_add(1);
}
// If shared instance data for this thread exists, return it.
{
FReadScopeLock ReadLock(PerThreadSharedInstanceDataLock);
if (ThreadIndex < PerThreadSharedInstanceData.Num())
{
return PerThreadSharedInstanceData[ThreadIndex];
}
}
// Not initialized yet, create new instances up to the index.
FWriteScopeLock WriteLock(PerThreadSharedInstanceDataLock);
// It is possible that multiple threads are waiting for the write lock,
// which means that execution may get here so that 'ThreadIndex' is already in valid range.
// The loop below is organized to handle that too.
const int32 NewNum = ThreadIndex + 1;
PerThreadSharedInstanceData.Reserve(NewNum);
UStateTree* NonConstThis = const_cast<UStateTree*>(this);
for (int32 Index = PerThreadSharedInstanceData.Num(); Index < NewNum; Index++)
{
TSharedPtr<FStateTreeInstanceData> SharedData = MakeShared<FStateTreeInstanceData>();
SharedData->CopyFrom(*NonConstThis, SharedInstanceData);
PerThreadSharedInstanceData.Add(SharedData);
}
return PerThreadSharedInstanceData[ThreadIndex];
}
#if WITH_EDITOR
void UStateTree::ResetCompiled()
{
Schema = nullptr;
States.Reset();
Transitions.Reset();
Nodes.Reset();
DefaultInstanceData.Reset();
SharedInstanceData.Reset();
ContextDataDescs.Reset();
PropertyBindings.Reset();
Parameters.Reset();
ParametersDataViewIndex = FStateTreeIndex8::Invalid;
EvaluatorsBegin = 0;
EvaluatorsNum = 0;
ResetLinked();
}
void UStateTree::GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const
{
const FString SchemaClassName = Schema ? Schema->GetClass()->GetPathName() : TEXT("");
OutTags.Add(FAssetRegistryTag(UE::StateTree::SchemaTag, SchemaClassName, FAssetRegistryTag::TT_Alphabetical));
Super::GetAssetRegistryTags(OutTags);
}
void UStateTree::PostLoadAssetRegistryTags(const FAssetData& InAssetData, TArray<FAssetRegistryTag>& OutTagsAndValuesToUpdate) const
{
Super::PostLoadAssetRegistryTags(InAssetData, OutTagsAndValuesToUpdate);
static const FName SchemaTag(TEXT("Schema"));
FString SchemaTagValue = InAssetData.GetTagValueRef<FString>(SchemaTag);
if (!SchemaTagValue.IsEmpty() && FPackageName::IsShortPackageName(SchemaTagValue))
{
FTopLevelAssetPath SchemaTagClassPathName = UClass::TryConvertShortTypeNameToPathName<UStruct>(SchemaTagValue, ELogVerbosity::Warning, TEXT("UStateTree::PostLoadAssetRegistryTags"));
if (!SchemaTagClassPathName.IsNull())
{
OutTagsAndValuesToUpdate.Add(FAssetRegistryTag(SchemaTag, SchemaTagClassPathName.ToString(), FAssetRegistryTag::TT_Alphabetical));
}
}
}
#endif // WITH_EDITOR
void UStateTree::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
Super::AddReferencedObjects(InThis, Collector);
const UStateTree* StateTree = Cast<UStateTree>(InThis);
check(StateTree);
FReadScopeLock ReadLock(StateTree->PerThreadSharedInstanceDataLock);
for (const TSharedPtr<FStateTreeInstanceData>& InstanceData : StateTree->PerThreadSharedInstanceData)
{
if (InstanceData.IsValid())
{
Collector.AddPropertyReferencesWithStructARO(FStateTreeInstanceData::StaticStruct(), InstanceData.Get(), StateTree);
}
}
}
void UStateTree::PostLoad()
{
Super::PostLoad();
const int32 CurrentVersion = GetLinkerCustomVersion(FStateTreeCustomVersion::GUID);
if (CurrentVersion < FStateTreeCustomVersion::LatestVersion)
{
#if WITH_EDITOR
// Compiled data is in older format, try to compile the StateTree.
if (UE::StateTree::Delegates::OnRequestCompile.IsBound())
{
LOG_SCOPE_VERBOSITY_OVERRIDE(LogStateTree, ELogVerbosity::Log);
UE_LOG(LogStateTree, Log, TEXT("%s: compiled data is in older format. Trying to compile the asset..."), *GetFullName());
UE::StateTree::Delegates::OnRequestCompile.Execute(*this);
}
else
{
ResetCompiled();
UE_LOG(LogStateTree, Warning, TEXT("%s: compiled data is in older format. Please resave the StateTree asset."), *GetFullName());
}
#else
UE_LOG(LogStateTree, Error, TEXT("%s: compiled data is in older format. Please recompile the StateTree asset."), *GetFullName());
#endif
return;
}
if (!Link())
{
UE_LOG(LogStateTree, Error, TEXT("%s failed to link. Asset will not be usable at runtime."), *GetFullName());
}
}
#if WITH_EDITORONLY_DATA
void UStateTree::DeclareConstructClasses(TArray<FTopLevelAssetPath>& OutConstructClasses, const UClass* SpecificSubclass)
{
Super::DeclareConstructClasses(OutConstructClasses, SpecificSubclass);
TArray<UClass*> SchemaClasses;
GetDerivedClasses(UStateTreeSchema::StaticClass(), SchemaClasses);
for (UClass* SchemaClass : SchemaClasses)
{
if (!SchemaClass->HasAnyClassFlags(CLASS_Abstract | CLASS_Transient))
{
OutConstructClasses.Add(FTopLevelAssetPath(SchemaClass));
}
}
}
#endif
void UStateTree::Serialize(FStructuredArchiveRecord Record)
{
Super::Serialize(Record);
Record.GetUnderlyingArchive().UsingCustomVersion(FStateTreeCustomVersion::GUID);
// We need to link and rebind property bindings each time a BP is compiled,
// because property bindings may get invalid, and instance data potentially needs refreshed.
if (Record.GetUnderlyingArchive().IsModifyingWeakAndStrongReferences())
{
if (!Link())
{
UE_LOG(LogStateTree, Error, TEXT("%s failed to link. Asset will not be usable at runtime."), *GetName());
}
}
}
void UStateTree::ResetLinked()
{
bIsLinked = false;
ExternalDataDescs.Reset();
ExternalDataBaseIndex = 0;
NumDataViews = 0;
FWriteScopeLock WriteLock(PerThreadSharedInstanceDataLock);
PerThreadSharedInstanceData.Reset();
}
bool UStateTree::Link()
{
// Initialize the instance data default value.
// This data will be used to allocate runtime instance on all StateTree users.
ResetLinked();
if (States.Num() > 0 && Nodes.Num() > 0)
{
if (!DefaultInstanceData.IsValid())
{
UE_LOG(LogStateTree, Error, TEXT("%s: StartTree does not have instance data. Please recompile the StateTree asset."), *GetName());
return false;
}
// Update property bag structs before resolving binding.
const TArrayView<FStateTreeBindableStructDesc> SourceStructs = PropertyBindings.GetSourceStructs();
const TArrayView<FStateTreePropCopyBatch> CopyBatches = PropertyBindings.GetCopyBatches();
// Reconcile out of date classes.
for (FStateTreeBindableStructDesc& SourceStruct : SourceStructs)
{
if (const UClass* SourceClass = Cast<UClass>(SourceStruct.Struct))
{
if (SourceClass->HasAnyClassFlags(CLASS_NewerVersionExists))
{
SourceStruct.Struct = SourceClass->GetAuthoritativeClass();
}
}
}
for (FStateTreePropCopyBatch& CopyBatch : CopyBatches)
{
if (const UClass* TargetClass = Cast<UClass>(CopyBatch.TargetStruct.Struct))
{
if (TargetClass->HasAnyClassFlags(CLASS_NewerVersionExists))
{
CopyBatch.TargetStruct.Struct = TargetClass->GetAuthoritativeClass();
}
}
}
if (ParametersDataViewIndex.IsValid() && SourceStructs.IsValidIndex(ParametersDataViewIndex.Get()))
{
SourceStructs[ParametersDataViewIndex.Get()].Struct = Parameters.GetPropertyBagStruct();
}
for (const FCompactStateTreeState& State : States)
{
if (State.Type == EStateTreeStateType::Subtree)
{
if (State.ParameterInstanceIndex.IsValid() == false)
{
UE_LOG(LogStateTree, Error, TEXT("%s: Data for state '%s' is malformed. Please recompile the StateTree asset."), *GetName(), *State.Name.ToString());
return false;
}
// Subtree is a bind source, update bag struct.
if (State.ParameterDataViewIndex.IsValid())
{
const FCompactStateTreeParameters& Params = DefaultInstanceData.GetMutableStruct(State.ParameterInstanceIndex.Get()).GetMutable<FCompactStateTreeParameters>();
FStateTreeBindableStructDesc& Desc = SourceStructs[State.ParameterDataViewIndex.Get()];
Desc.Struct = Params.Parameters.GetPropertyBagStruct();
}
}
else if (State.Type == EStateTreeStateType::Linked && State.LinkedState.IsValid())
{
const FCompactStateTreeState& LinkedState = States[State.LinkedState.Index];
if (State.ParameterInstanceIndex.IsValid() == false
|| LinkedState.ParameterInstanceIndex.IsValid() == false)
{
UE_LOG(LogStateTree, Error, TEXT("%s: Data for state '%s' is malformed. Please recompile the StateTree asset."), *GetName(), *State.Name.ToString());
return false;
}
const FCompactStateTreeParameters& Params = DefaultInstanceData.GetMutableStruct(State.ParameterInstanceIndex.Get()).GetMutable<FCompactStateTreeParameters>();
// Check that the bag in linked state matches.
const FCompactStateTreeParameters& LinkedStateParams = DefaultInstanceData.GetMutableStruct(LinkedState.ParameterInstanceIndex.Get()).GetMutable<FCompactStateTreeParameters>();
if (LinkedStateParams.Parameters.GetPropertyBagStruct() != Params.Parameters.GetPropertyBagStruct())
{
UE_LOG(LogStateTree, Error, TEXT("%s: The parameters on state '%s' does not match the linked state parameters in state '%s'. Please recompile the StateTree asset."), *GetName(), *State.Name.ToString(), *LinkedState.Name.ToString());
return false;
}
if (Params.BindingsBatch.IsValid())
{
FStateTreePropCopyBatch& Batch = CopyBatches[Params.BindingsBatch.Get()];
Batch.TargetStruct.Struct = Params.Parameters.GetPropertyBagStruct();
}
}
}
// Resolves property paths used by bindings a store property pointers
if (!PropertyBindings.ResolvePaths())
{
return false;
}
}
// Resolves nodes references to other StateTree data
FStateTreeLinker Linker(Schema);
Linker.SetExternalDataBaseIndex(PropertyBindings.GetSourceStructNum());
for (int32 Index = 0; Index < Nodes.Num(); Index++)
{
const FStructView Node = Nodes[Index];
if (FStateTreeNodeBase* NodePtr = Node.GetMutablePtr<FStateTreeNodeBase>())
{
Linker.SetCurrentInstanceDataType(NodePtr->GetInstanceDataType(), NodePtr->DataViewIndex.Get());
const bool bLinkSucceeded = NodePtr->Link(Linker);
if (!bLinkSucceeded || Linker.GetStatus() == EStateTreeLinkerStatus::Failed)
{
UE_LOG(LogStateTree, Error, TEXT("%s: node '%s' failed to resolve its references."), *GetName(), *NodePtr->StaticStruct()->GetName());
return false;
}
}
}
// Link succeeded, setup tree to be ready to run
ExternalDataBaseIndex = PropertyBindings.GetSourceStructNum();
ExternalDataDescs = Linker.GetExternalDataDescs();
NumDataViews = ExternalDataBaseIndex + ExternalDataDescs.Num();
bIsLinked = true;
return true;
}
#if WITH_EDITOR
void FStateTreeMemoryUsage::AddUsage(FConstStructView View)
{
if (const UScriptStruct* ScriptStruct = View.GetScriptStruct())
{
EstimatedMemoryUsage = Align(EstimatedMemoryUsage, ScriptStruct->GetMinAlignment());
EstimatedMemoryUsage += ScriptStruct->GetStructureSize();
}
}
void FStateTreeMemoryUsage::AddUsage(const UObject* Object)
{
if (Object != nullptr)
{
check(Object->GetClass());
EstimatedMemoryUsage += Object->GetClass()->GetStructureSize();
}
}
TArray<FStateTreeMemoryUsage> UStateTree::CalculateEstimatedMemoryUsage() const
{
TArray<FStateTreeMemoryUsage> MemoryUsages;
TArray<TPair<int32, int32>> StateLinks;
if (States.IsEmpty() || !Nodes.IsValid() || !DefaultInstanceData.IsValid())
{
return MemoryUsages;
}
const int32 TreeMemUsageIndex = MemoryUsages.Emplace(TEXT("State Tree Max"));
const int32 InstanceMemUsageIndex = MemoryUsages.Emplace(TEXT("Instance Overhead"));
const int32 EvalMemUsageIndex = MemoryUsages.Emplace(TEXT("Evaluators"));
const int32 SharedMemUsageIndex = MemoryUsages.Emplace(TEXT("Shared Data"));
auto GetRootStateHandle = [this](const FStateTreeStateHandle InState) -> FStateTreeStateHandle
{
FStateTreeStateHandle Result = InState;
while (Result.IsValid() && States[Result.Index].Parent.IsValid())
{
Result = States[Result.Index].Parent;
}
return Result;
};
auto GetUsageIndexForState = [&MemoryUsages, this](const FStateTreeStateHandle InStateHandle) -> int32
{
check(InStateHandle.IsValid());
const int32 FoundMemUsage = MemoryUsages.IndexOfByPredicate([InStateHandle](const FStateTreeMemoryUsage& MemUsage) { return MemUsage.Handle == InStateHandle; });
if (FoundMemUsage != INDEX_NONE)
{
return FoundMemUsage;
}
const FCompactStateTreeState& CompactState = States[InStateHandle.Index];
return MemoryUsages.Emplace(TEXT("State ") + CompactState.Name.ToString(), InStateHandle);
};
// Calculate memory usage per state.
TArray<FStateTreeMemoryUsage> TempStateMemoryUsages;
TempStateMemoryUsages.SetNum(States.Num());
for (int32 Index = 0; Index < States.Num(); Index++)
{
const FStateTreeStateHandle StateHandle((uint16)Index);
const FCompactStateTreeState& CompactState = States[Index];
const FStateTreeStateHandle ParentHandle = GetRootStateHandle(StateHandle);
const int32 ParentUsageIndex = GetUsageIndexForState(ParentHandle);
FStateTreeMemoryUsage& MemUsage = CompactState.Parent.IsValid() ? TempStateMemoryUsages[Index] : MemoryUsages[GetUsageIndexForState(StateHandle)];
MemUsage.NodeCount += CompactState.TasksNum;
if (CompactState.Type == EStateTreeStateType::Linked)
{
const int32 LinkedUsageIndex = GetUsageIndexForState(CompactState.LinkedState);
StateLinks.Emplace(ParentUsageIndex, LinkedUsageIndex);
MemUsage.NodeCount++;
MemUsage.AddUsage(DefaultInstanceData.GetStruct(CompactState.ParameterInstanceIndex.Get()));
}
for (int32 TaskIndex = CompactState.TasksBegin; TaskIndex < (CompactState.TasksBegin + CompactState.TasksNum); TaskIndex++)
{
const FStateTreeTaskBase& Task = Nodes[TaskIndex].Get<FStateTreeTaskBase>();
if (Task.bInstanceIsObject == false)
{
MemUsage.NodeCount++;
MemUsage.AddUsage(DefaultInstanceData.GetStruct(Task.InstanceIndex.Get()));
}
else
{
MemUsage.NodeCount++;
MemUsage.AddUsage(DefaultInstanceData.GetObject(Task.InstanceIndex.Get()));
}
}
}
// Combine max child usage to parents. Iterate backwards to update children first.
for (int32 Index = States.Num() - 1; Index >= 0; Index--)
{
const FStateTreeStateHandle StateHandle((uint16)Index);
const FCompactStateTreeState& CompactState = States[Index];
FStateTreeMemoryUsage& MemUsage = CompactState.Parent.IsValid() ? TempStateMemoryUsages[Index] : MemoryUsages[GetUsageIndexForState(StateHandle)];
int32 MaxChildStateMem = 0;
int32 MaxChildStateNodes = 0;
for (uint16 ChildState = CompactState.ChildrenBegin; ChildState < CompactState.ChildrenEnd; ChildState = States[ChildState].GetNextSibling())
{
const FStateTreeMemoryUsage& ChildMemUsage = TempStateMemoryUsages[ChildState];
if (ChildMemUsage.EstimatedMemoryUsage > MaxChildStateMem)
{
MaxChildStateMem = ChildMemUsage.EstimatedMemoryUsage;
MaxChildStateNodes = ChildMemUsage.NodeCount;
}
}
MemUsage.EstimatedMemoryUsage += MaxChildStateMem;
MemUsage.NodeCount += MaxChildStateNodes;
}
// Accumulate linked states.
for (int32 Index = StateLinks.Num() - 1; Index >= 0; Index--)
{
FStateTreeMemoryUsage& ParentUsage = MemoryUsages[StateLinks[Index].Get<0>()];
const FStateTreeMemoryUsage& LinkedUsage = MemoryUsages[StateLinks[Index].Get<1>()];
const int32 LinkedTotalUsage = LinkedUsage.EstimatedMemoryUsage + LinkedUsage.EstimatedChildMemoryUsage;
if (LinkedTotalUsage > ParentUsage.EstimatedChildMemoryUsage)
{
ParentUsage.EstimatedChildMemoryUsage = LinkedTotalUsage;
ParentUsage.ChildNodeCount = LinkedUsage.NodeCount + LinkedUsage.ChildNodeCount;
}
}
// Evaluators
FStateTreeMemoryUsage& EvalMemUsage = MemoryUsages[EvalMemUsageIndex];
for (int32 EvalIndex = EvaluatorsBegin; EvalIndex < (EvaluatorsBegin + EvaluatorsNum); EvalIndex++)
{
const FStateTreeEvaluatorBase& Eval = Nodes[EvalIndex].Get<FStateTreeEvaluatorBase>();
if (Eval.bInstanceIsObject == false)
{
EvalMemUsage.AddUsage(DefaultInstanceData.GetStruct(Eval.InstanceIndex.Get()));
}
else
{
EvalMemUsage.AddUsage(DefaultInstanceData.GetObject(Eval.InstanceIndex.Get()));
}
EvalMemUsage.NodeCount++;
}
// Estimate highest combined usage.
FStateTreeMemoryUsage& TreeMemUsage = MemoryUsages[TreeMemUsageIndex];
// Exec state
TreeMemUsage.AddUsage(DefaultInstanceData.GetStruct(0));
TreeMemUsage.NodeCount++;
TreeMemUsage.EstimatedMemoryUsage += EvalMemUsage.EstimatedMemoryUsage;
TreeMemUsage.NodeCount += EvalMemUsage.NodeCount;
FStateTreeMemoryUsage& InstanceMemUsage = MemoryUsages[InstanceMemUsageIndex];
// FStateTreeInstanceData overhead.
InstanceMemUsage.EstimatedMemoryUsage += sizeof(FStateTreeInstanceData);
// FInstancedStructContainer overhead.
InstanceMemUsage.EstimatedMemoryUsage += TreeMemUsage.NodeCount * FInstancedStructContainer::OverheadPerItem;
TreeMemUsage.EstimatedMemoryUsage += InstanceMemUsage.EstimatedMemoryUsage;
int32 MaxSubtreeUsage = 0;
int32 MaxSubtreeNodeCount = 0;
for (const FStateTreeMemoryUsage& MemUsage : MemoryUsages)
{
if (MemUsage.Handle.IsValid())
{
const int32 TotalUsage = MemUsage.EstimatedMemoryUsage + MemUsage.EstimatedChildMemoryUsage;
if (TotalUsage > MaxSubtreeUsage)
{
MaxSubtreeUsage = TotalUsage;
MaxSubtreeNodeCount = MemUsage.NodeCount + MemUsage.ChildNodeCount;
}
}
}
TreeMemUsage.EstimatedMemoryUsage += MaxSubtreeUsage;
TreeMemUsage.NodeCount += MaxSubtreeNodeCount;
if (SharedInstanceData.IsValid())
{
FStateTreeMemoryUsage& SharedMemUsage = MemoryUsages[SharedMemUsageIndex];
SharedMemUsage.NodeCount = SharedInstanceData.GetNumItems();
SharedMemUsage.EstimatedMemoryUsage = SharedInstanceData.GetEstimatedMemoryUsage();
}
return MemoryUsages;
}
#endif // WITH_EDITOR