So im trying to create a system where a varying amount of objects “orbitals” will rotate around another object “orbit tester 2”.
Orbit tester 2 has an array or orbitals.
pressing the “E” key creates a new orbital and puts it in the array.
pressing the “Q” key removes an orbital from the array and destroys it.
the event tick function goes through the array and operates their movement accordingly.
visually, when running everything is fine, nothing looks out of place and the behavior seems to work well.
but, when i stop running im greeting with a whole bunch of errors regarding a “pending kill”
I cant work out how my logic has failed, is there something i should know about how arrays are handled in ue4?