I am trying to use the FMallocAnsi
on Windows by adding the following to my game module
BuildEnvironment = TargetBuildEnvironment.Unique;
GlobalDefinitions.Add("FORCE_ANSI_ALLOCATOR=1");
However, after building the engine I always get a crash in MessageContext.cpp
FMessageContext::~FMessageContext()
{
if (Message != nullptr)
{
if (UScriptStruct* TypeInfoPtr = TypeInfo.Get())
{
TypeInfoPtr->DestroyStruct(Message);
}
FMemory::Free(Message); // <<< Here
}
}
I am not using anything extra, to reproduce this just checkout the 4.22 branch, build it, create a new C++ project and add the two lines depicted at the beginning of this post and build the project. When launching the engine will crash.
So, the main question, does the ANSI Allocator work on Windows?