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Unreal Engine 4 Scripting with C++ Cookbook
book

Unreal Engine 4 Scripting with C++ Cookbook

by Stephen Whittle, William Sherif
October 2016
Intermediate to advanced
452 pages
9h 47m
English
Packt Publishing
Content preview from Unreal Engine 4 Scripting with C++ Cookbook

Managed memory – deallocating memory

UObjects are reference-counted and garbage-collected when there are no more references to the UObject instance. Memory allocated on a UObject class derivative using ConstructObject<> or NewObject< > can also be deallocated manually (before the reference count drops to 0) by calling the UObject::ConditionalBeginDestroy() member function.

Getting ready

You'd only do this if you were sure you no longer wanted UObject or the UObject class derivative instance in memory. Use the ConditionalBeginDestroy() function to release memory.

How to do it...

The following code demonstrates the deallocation of a UObject class:

UObject *o = NewObject< UObject >( ... );
o->ConditionalBeginDestroy();

How it works…

The command ConditionalBeginDestroy() ...

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Publisher Resources

ISBN: 9781785885549