[C++]Widgets and Force Garbage Collector
Hi everybody! I'm working with widgets in C++ and I'm testing the garbage collector of the Engine. My scenario is that I've a pointer to a widget instance, at a certain point I need to destroy the widget: for what I've experienced, the best way is to detach all pointers to the widget, in such a way to allow the garbage collector to destroy it. Since a don't want to waste resources and speed up the deletion of the widget I'm making these calls:
In this way the garbage collector destroys immediatly the old widget. My question is: is safe to use these function methods?? How does "ConditinalBeginDestroy()" exactly work?
asked Feb 01 '19 at 09:33 AM in Using UE4
If I were you, I'd let the engine & GC handle cleaning up the widget, not destroying it immediately won't cause you any problems unless for some reason you'd have to spawn like a 100 widgets each frame, but I hardly think that's the case here.
Also, for bigger games,
answered Apr 05 '19 at 09:31 AM
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