Does Unreal's memory management causes fragmentation??
For example, if I uses Add/Destroy Component in Blueprint constantly, would it cause memory fragmentation?
I haven't looked into Unreal's source code carefully, but I guess that UE4 uses an approach that's similar to pre-allocated memory pool, so every time I call Add/Destroy Component, it should be a light weight action like retrieving/returning an address to the pool, so it cost some time but should not cause memory fragmentation, right?
asked Apr 27 '16 at 05:49 AM in Blueprint Scripting
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