I’m procedurally generating lots of skeletal meshes in my project. On top of that there are a couple of UObject-derived gameplay classes that are being referenced and managed by the game-instance and are therefore level-independent.
But I still haven’t figured out a way to tell, if objects I no longer need are getting destroyed and cleaned up or if they persist in memory and create a memory leak.
I thought maybe I could find all objects as subobjects of the “TransientPackage”, but it doesn’t look like it (or I’m doing it wrong). There’s just 1 subobject all the time…
I also thought about implementing a BeginDestroy in my classes that tells me about the destruction somehow, BUT I can’t do that for the SkeletalMeshes. And this information wouldn’t be as useful as getting a list of loaded transient objects.
So, any ideas?