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Will a UPROPERTY within a non-UPROPERTY member work?

My question is probably best explained with very little code:

 USTRUCT()
 stuct FMyGCWrapper
 {
     GENERATED_USTRUCT_BODY()
 
 public:
     UPROPERTY()
     UObject* StoredObject;
 };

The above struct only has 1 purpose: to store the referenced object that would otherwise not be a UPROPERTY into a UPROPERTY (I would also implement a constructor that takes a UObject* and override the operator== for use below, but lets skip this for the example).

 UCLASS()
 class USomeClass : public UObject
 {
     GENERATED_BODY()

 private:
     // Static UPROPERTY isn't supported.
     // Will the UPROPERTY in FMyGCWrapper properly be recognized or not since
     // the referencing variable isn't marked as UPROPERTY?
     static TArray<FMyGCWrapper> s_References;
 public:
     virtual void BeginPlay() override { s_References.Add(FMyGCWrapper(this)); }
     virtual void BeginDestroy() override { s_References.Remove(FMyGCWrapper(this)); }
 };

Now my question: will this prevent garbage collection of all objects stored in s_References if they are not hard referenced anywhere else? If not, is there a way to store hard references to UObjects in non UPROPERTY fields? There is no TObjectPtr or something like that, only weak pointers (talking about TWeakObjectPtr).

Product Version: UE 4.12
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asked Jul 29 '16 at 02:47 AM in C++ Programming

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Saume
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