As far as I know , yes. When you load a class into memory you load the properties into memory. If those properties happen to be / happen to contain hard references then assume they + their references are all loaded in memory even if you don’t access them. Especially when you develop an app for low memory devices like potatoes or mobile phones this can be an issue. use soft ptrs where you can.
Not necessarily. If you add 50 swimming animations for one of 10 levels where you can swim then you don’t want to load them everywhere. Imagine having a datatable referencing icons for every key on a keyboard to display just in case a player binds a key to a certain action, that player will only use 10% of the data at once.
Okay, I have fixed the “the full animation doesnt play” bug.
The idle animation (the anim montage) can have the default 0.25 blend in and out under the blend options, but the other animation, the attack animation cant, it has to be 0 for both. Then a “Do Once” node also needed to be added before the animation.
The animation “Play Rate” sometimes needs to be way higher than 1, for example the onclick/onkey animation usually works perfectly with the default one value, but if it is something that loops, then it maybe needed to be higher than 1.
So, just wanted to let you know that you were exactly right about this and I thank you profusely for pointing it out. I was doing some size map checking and realized that my character was pulling literal GB of memory down to load every attack animation referenced in my (increasingly large) attack tables into memory simultaneously. Swapped these for soft references and instantly dropped the character’s size map to 600MB with no loss of runtime performance. Thank you for the very good advice, I should have listened to it sooner.