Help digging out hard references.

I’m doing an optimization pass to dig out unnecessary hard refs and I’ve got a few that I am having a heck of a time tracking down. I’ve started a list of BP nodes that can create hard refs, but wondering if someone has done this already?

  • Spawn Actor
  • Get all actors (of class)
  • Get all overlapping actors (of class)
  • Is actor of class

Just a tip but if you are struggling to find whats causing the hard reference look at how blueprint interfaces are being used with the bp. They can cause hard references when you may think that they would not.

Thanks, do you mean that a BPI including a variable of a class and creating a hard ref to that class?

I was unable to find anything like that, or am I missing something?

It is interesting that BPIs don’t seem to get visualized in the reference viewer? I was able to track other BPI-driven dependencies using the Size map.

That will cause them, I feel like there is other ways to cause them with interfaces though cause I had a problem in the past that was causing a hard reference without using a class variable. Just something else to rule out.

Interesting, do you recall what the cause was / how it related to the BPI?

Pretty sure I was trying to pass a user widget reference through an interface but I don’t remember much except that I couldn’t understand why it was causing a hard reference.

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