So, I have a movement component:
UPROPERTY( VisibleAnywhere, Category = "Movement" )
UPawnMovementComponent* MovementComponent;
In the constructor, I construct the object like this:
MovementComponent = ObjectInitializer.CreateDefaultSubobject<UPawnMovementComponent>( this, TEXT( "MovementComponent" ) );
That last line results in the unreal editor using about 1.5gb of memory( usually it uses around 300mb ). IT also causes significant lag, though that could just be a result of low memory.
What’s wrong with this? Am I doing something wrong? I initialise other components like this with no problems at all.