If I create an Array of Uclass instead of a Array of Weapon, is it better in term of memory?
I read, that adding strong pointer to asset like WeaponBlueprint will load them automatically in memory. So I looked at other solutions and I found “UClass reference” or FStringAssetReference.
What’s the best to use?
This reference will be used to spawn the Weapon Blueprint, but the the Blueprint that hold this reference can have dozen of it (like a dictionary).