Removing any UObject
derivative is simple in UE4. When you are ready to delete your UObject
-derived class, we will simply call a single function (ConditionalBeginDestroy()
) on it to begin teardown. We do not use the native C++ delete
command on UObject
derivatives. We show this in the following recipe.
You need to call ConditionalBeginDestroy()
on any unused UObject
-derived classes so that they get removed from memory. Do not call delete
on a UObject
-derived class to recoup the system memory. You must use the internal engine-provided memory management functions instead. The way to do this is shown next.
objectInstance->ConditionalBeginDestroy()
on your object instance.objectInstance
in your client code, and do not use objectInstance
again after ConditionalBeginDestroy()
has been called on it.The ConditionalBeginDestroy()
function begins the destruction process by removing all internal engine linkages to it. This marks the object for destruction as far as the engine is concerned. The object is then destroyed some time later by destroying its internal properties, followed by actual destruction of the object.
After ConditionalBeginDestroy()
has been called on an object, your (client) code must consider the object to be destroyed, and must no longer use it.
Actual memory recovery happens some time later than when ConditionalBeginDestroy()
has been called on an object. There is a garbage collection routine that finishes clearing the memory of objects that are no longer referenced by the game program at fixed time intervals. The time interval between garbage collector calls is listed in C:Program Files (x86)Epic Games4.11EngineConfig BaseEngine.ini
, and defaults to one collection every 60 seconds:
gc.TimeBetweenPurgingPendingKillObjects=60
Usually, you do not need to worry about garbage collection or the interval unless you urgently need memory cleared. Do not call garbage collection routines too often, as this may cause unnecessary lag in the game.
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