After calling Unload( ) on FStreamableManager, asset hard references are still valid and usable.
RESULT:
After calling Unload, asset hard references are still valid.
EXPECTED:
Unload removes hard references.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Gameplay |
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Affects Versions | 4.13.1 |
Target Fix | 4.16 |
Created | Oct 17, 2016 |
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Resolved | Feb 8, 2017 |
Updated | Apr 27, 2018 |