we meet a problem like this, but we don’t think it’s a good solution. When we debugged, we found that the official global overload of new and delete caused the plugin we wrote to crash when used on Ios. Has the official considered the global overload hidden in unreal? This is very unfriendly to our plugin development. Officially overloading new and delete and exporting these two functions is very unreasonable in our opinion.
we can use
Is this the officially recommended solution? Will it affect our unreal performance? If yes, please let us know。
we use unreal5.0.3