Dear Friends at Epic,
This is not an existing crash but I am anticipating how to avoid one.
I am using FMemory::Malloc and FMemory::Free for my dynamic memory allocation needs.
I had to use these for my undo/redo feature that uses struct inheritance and FORCEINLINE functions,
so I had to declare the right amount of space for each type of USTRUCT pointer in the context of an inline function.
#How Much Memory Does UE4 Game Instance Set Aside?
How much system memory does a UE4 game instance set aside for itself? (Editor is not loaded, this is not PIE, just independent game instance like the end user will have)
#Avoiding a Crash
The average dynamic memory allocation per undo event for my game is about 200 bytes
How many undo/redo events do you think I can store before the game instance would run out of allowed memory usage?
I know this question is broad and I am not expecting an exact answer of any kind,
I’m just trying to get perspective on whether I need to limit my undo feature to a max number of entries and what that max would be
I’d prefer to keep it unlimited