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[4.8.3] Why does Garbage Collection cause a hang?

I have a hang problem with my projects garbage collection. About 0.25 of a second every 60 seconds like clock work.

Ive read around, and some of the normal issues don't seem to be the case here. Or Im not understanding them/forgetting something important. Ive checked and all of my class' non-value based variables use the UPROPERTY() flag. Ive tested by stripping down and removing all the weapons ect so its only down to a few actors in play. None of which are actually destroyed during testing.

Ive even tried using ForceGarbageCollection(true) in the hopes that making it more frequent would lessen the impact. Just ended up with a 0.25 second hang every 3 seconds instead.

Is this the kind of thing where if even just one thing isn't set right its going to hang, or will the hang increased based on the number of things that aren't right?

I honestly don't know what is wrong here, and any help would be much appreciated.

Product Version: UE older version
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asked Jan 04 '17 at 01:39 AM in C++ Programming

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Erdrik
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So I spent some time going through and double checking EVERY member variable in my classes, and ensuring that in my blueprints I was creating and using my Dynamic Material Instances properly(not just blindly creating a new one every time I wanted to make a change to the material).

But I was STILL getting the hang in PIE. So on an off thought I decided to package and see if the hang would still be there.

It was NOT. Which is great, but it still makes me wonder what is causing it in PIE. Is that just a bug in [4.8.3]? or is it something I have to track down and fix in my blueprint scripting that might bite me later if I don't?

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answered Jan 05 '17 at 04:39 AM

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Erdrik
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