Thanks for reply. This is really getting annoying though… I can’t believe a game engine doesn’t allow you to unload and make room for other content.
What am I supposed to do?? Display a message to the player: “Please restart the game, too many assets have been loaded.” ??
I used RetrieveReferencers(…) on a SkeletalMesh I loaded with LoadObject(…) for testing. It turns out the only referencers to the mesh I am trying to un-load are its own MorphTargets. I manually set all their pointers to the mesh to NULL. Retrieving referencers again afterwards shows there aren’t any left, internal or external. And STILL the fricking mesh won’t unload. I can’t call CollectGarbage “by hand”, because it causes the whole editor to crash.
Is this a joke? An engine that has been around for almost 20 years and can’t free up memory for unused resources?