Hey all, I’m currently chasing down an odd bug in a third party plugin that I wrote.
I have several data structs meant to transport information between my library dll and Unreal, exposed through DLLIMPORT/DLLEXPORT, with the intent of communicating between the two. Remarkably, structs instantiated in the library are fine, but structs (raw c++, not UStruct) that are instantiated in Unreal are causing a system access violation/corrupt memory exception when I pass them to the library. I have c++ lambdas (std::function) that I pass from Unreal and those callbacks work fine, but for whatever reason, all of my vanilla c++ structs are corrupt on arrival and throw exceptions.
Is Unreal garbage collecting my c++ structs? Or is it another issue?