Garbage Collector

Hello all! I’m experimenting with the garbage collector. Every minute (can be changed in the settings) it goes through ALL references and tries to clear their memory, if necessary. “log loggarbage verbose” this command together with this “obj gc” allows you to see this… there are always 10 times more references than objects, although perhaps in the shipping version there will be less echo, but the lag is still there. But in the same editor, for example, with one million empty actors, twenty million links appear, because Each actor also has a rootcomponent. It turns out that if there are just one million EMPTY actors on stage, it will no longer be playable, because… Every minute (or other interval) the game will freeze for 100+ms. for the server this can be critical. In this case, the only option is to make this interval (Time Between Purging Pending Kill Objects - in the editor) equal to one hour, for example, and essentially prevent the engine from clearing memory… it’s clear that you’ll have to tinker with the pool of all objects. or maybe there are other ways?