Unreal Engine 4.x Scripting with C++ Cookbook
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Managed memory – de-allocating memory

The UObject instances are reference-counted and garbage-collected when there are no more references to the UObject instance. Memory allocated on a UObject class derivative using ConstructObject<> or NewObject< > can also be de-allocated manually (before the reference count drops to 0) by calling the UObject::ConditionalBeginDestroy() member function.