Out of memory / Asset loading management

Hey there ,

Big thanks for your reply. That is extremely helpful!

In reference to your answer of the question about references (Also note that we talking here about objects (blue links)):

Take a look at the following example:

Suppose we have two Blueprints: MyGameInstance, and ActorBlueprint.

MyGameInstance implements a function called Tools_PrintString. Suppose ActorBlueprint calls the function Tools_PrintString on BeginPlay. We get the following graph in reference viewer:

Does that mean that as soon as the MyGameInstance class is loaded, it will automatically load the ActorBlueprint in memory, even if ActorBlueprint is not in the current level?

Memreport seems to suggest so.

The reason I ask this question is that in our game, most of the actors have multiple save state, and the Game Instance is the one that processes the checkpoint system. I think you can see the problem. As soon as we enter the level, every single blueprint in need of a checkpoint check is loaded, even if it’s not loaded in any opened level, because it calls the Game Instance to perform a checkpoint check.

So basically, the question is: is there a way for a blueprint to access the Game Instance without having to be loaded automatically? Maybe through soft reference as you mentioned?

I will be digging deeper on that issue soon enough, but if I can have some input or direction, that would be great.

Huge thanks for taking the time to help us!