October 2016
Intermediate to advanced
452 pages
9h 47m
English
When memory fills up, and you want to free some of it, garbage collection can be forced. You seldom need to do this, but you can do it in the case of having a very large texture (or set of textures) that are reference-counted that you need to clear.
Simply call ConditionalBeginDestroy() on all UObjects that you want deallocated from memory, or set their reference counts to 0.
Garbage collection is performed by calling the following:
GetWorld()->ForceGarbageCollection( true );
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