Couldn’t google a definite answer so I hope I’ll get one here.
My question is this. In straight c++ if I had an object of class A that had a member B* that pointed to some object, once that object got deleted by something I was in trouble if I didn’t implement some kind of mechanism that would clear all the pointers to it.
Now I’m wondering how Unreal’s garbage collector, reflection and other custom stuff affect that situation. Will IsValid() check save me, or do I still have to be careful about this?