I created an HUD button, when the button is clicked a C++ method is called to spawn a static mesh in the world, I have the path of the static mesh.
Here’s my simplified code (I removed all the null pointer tests, It’s a code I found online and I adapted)
UStaticMesh* myMesh = Cast<UStaticMesh>(StaticLoadObject(UStaticMesh::StaticClass(), NULL, *pathStaticMesh)); currentSpawnMesh = NewObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass()); currentSpawnMesh->SetStaticMesh(myMesh); currentSpawnMesh->SetWorldLocation(FVector(0, 0, 0)); currentSpawnMesh->RegisterComponentWithWorld(GetWorld());
The problem : after around 20 or 30 seconds the UStaticMeshComponent gets automatically deleted, and my code isn’t doing anything else in particular, I’m not deleting currentSpawnMesh later in the code
How can I prevent the UStaticMeshComponent to get automatically deleted? Is it a bug or a mistake by me?
Thanks in advance.