I’m fairly sure this is an obvious yes, but I want to clarify for myself how memory management works in UE- if I declare some generic data class, then declare a member somewhere:
UCLASS(BlueprintType)
class UMyDataClass : public UDataAsset {
GENERATED_BODY()
};
UMyDataClass* newData = NewObject<UMyDataClass>();
Am I correct that newData will cease to exist the instant nobody is retaining a reference to it in memory? Or do I need to explicitly keep track of when I’m done with it, and manually wipe it from memory?