Yes it is. Also, the object that uses UAssemblyInfoManager has also the UPROPERTY() field, and so does every other object “in the path” from the player pawn class to the code I posted above. I really don’t get what is wrong…
EDIT: one other thing is worth mentioning. When I add a FStep to the mStepsList array using this piece of code (I didn’t show it because I didn’t think it was relevant)
void UAssemblyInfoManager::AddStepAtIndex(int32 pStepIndex)
{
FStep newStep;
mStepsList.Insert(newStep, pStepIndex);
}
it works as expected, meaning that the FStep I create and add here isn’t garbage collected.