A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ does not result in this behavior.
Please note, this only occurs in Standalone Game and packaged games.
Regression?: No
This also occurred in 4.12.5
UE-81742 DXGI_ERROR_INVALID_CALL
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
Why does the REMOVE method of map container remove elements have memory leaks?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38634 in the post.
1 |
Fix Commit | 3437205 |
---|---|
Main Commit | 3459511 |
Created | Nov 15, 2016 |
---|---|
Resolved | May 12, 2017 |
Updated | Jun 11, 2019 |