#Additional Testing
After doing additional testing with just sending actors down to the KillZ (forcing the engine to delete them in its own way)
and then spawning more actors
and NOT even calling Garbage Collection
I am still getting a crash
but this crash had no message at all
#Something is Wrong
Something is wrong with the engine’s ability to let you spawn characters, delete them, spawn more, and then call garbage collection, at least the way I am doing it using GetWorld->SpawnActor
and using a Character blueprint as a the spawn class.
Currently I am faced with having to make a Character Pool system instead of deleting Characters, and just re-using them, without ever even attempting to delete them so that there is no crash.
#Static Mesh Actors Good
I have no issues spawning, deleting, and then spawning more Static Mesh Actors, also using a blueprint of my custom Static Mesh Actor class.