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Don't delete mesh.

Hi. I had a little problem. When I calling DestroyActor () (also I tried Destroy and Destroycomponent()), it doesnt delete WeaponMesh. BlueprintClass inherited by AMyWeapon, difference just because in BlueprintClass chosen WeaponMesh. Do you know how I can solve this problem?alt text (In the second screenshot Create CurrentWeapon)

Product Version: UE 4.11
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code4.png (817.7 kB)
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asked Jul 27 '16 at 12:02 PM in C++ Programming

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avatar image Digi Labs Dan Jul 27 '16 at 03:13 PM

What is WeaponMesh1P? I can only see the beginning of the type - is it a USkeletalMeshCompnent or a USkeletalMesh?

avatar image antontursky Jul 27 '16 at 05:02 PM

WeaponMesh1P is it USkeletalMeshComponemt, which was created in c++, and mesh was loaded in BlueprintClass.

avatar image Digi Labs Dan Jul 27 '16 at 06:03 PM

Let's see the code that created WeaponMesh1P.

avatar image antontursky Jul 28 '16 at 07:43 AM
 WeaponMesh1P = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("WeaponMesh1P"));

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I think the proper answer is that you shouldn't have to totally destroy it. DestroyActor has already marked the SkeletalMeshComponent for destruction and it will be cleaned up totally the next time the Garbage Collector runs.

Here's a good discussion about what happens when you Destroy an actor: https://answers.unrealengine.com/questions/3953/question-how-to-destroy-an-actor-properly-in-c.html

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answered Jul 28 '16 at 05:01 PM

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Digi Labs Dan
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