# Non-UObject pointers in a UObject class

**URL:** <https://forums.unrealengine.com/t/non-uobject-pointers-in-a-uobject-class/287987>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [July 11, 2014, 10:19pm UTC](https://forums.unrealengine.com/t/non-uobject-pointers-in-a-uobject-class/287987 "2014-07-11T22:19:37Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [July 12, 2014, 3:00am UTC](https://forums.unrealengine.com/t/non-uobject-pointers-in-a-uobject-class/287987/2 "2014-07-12T03:00:07Z")

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Dear Tginick,

You are entirely responsible for memory management of data that is below the UObject subsystem level!

I use plain pointers all the time. My entire custom HUD animation system is pure C++ and plain pointers and new and delete all over the place, you can see the results in these videos!

> **[Introducing my Victory HUD Elements System! Dynamic HUD System With Animation](https://forums.unrealengine.com/showthread.php?12837-Introducing-my-Victory-HUD-Elements-System%21-Dynamic-HUD-System-With-Animation)**
>
> Dear Community, I am very happy to finally introduce you to my own personal Animated HUD System! With my system I can: -Add Text, Spinning Images, and more at any time from any blueprint. All of the various visual Elements come from a common base...

If you are going to do your own memory management I suggest checking out my wiki tutorial on the subject

#Dynamic Memory Management in UE4

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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