In 4.7 everything was fine, or maybe it started happening because I included this .h into another .h, but there is now problem with unreal .h parser.
It’s forces me to use “class AType * name” instead of “AType * name”. Sometimes it’s okay, because this pointer points on single element, but when I need pointer to array of elements it may be messy. I’am scared of garbage collector, because it thinks, that it is pointer to one element, when there huge array after it.
Is it safe to use “struct myStructType * name”, “class myClassType * name” etc as pointers to arrays?
If not, how can I do it without TArray? (due to perfomance considerations)
P.S. I’am using “demanded” declaration right now, but i’am scared of bugs, garbage and crashes. It works fine by the way, but who knows…