As we recently learned SK Requires UE4 Asset References to spawn Actors..
There was a hint that garbage collection and actor life cycle was a separate topic.
If we use the same examples:
Example 1 (Part 1: Spawning)
A map named Level1 is created (in UE4).
BP_Horse is dragged into the level. BP_Horse is now referenced in Level1.
We try to spawn BP_Carrot (In SK) but fail because it is not referenced.
In BP_Horse we create an Actor variable which is set to BP_Carrot. Now BP_Carrot is referenced.
Example 1 (Part 2: Destroying)
What happens in SK to BP_Carrot if BP_Horse is destroyed in UE4?
What is the proper sequence to destroy an object using SK?
Since coroutines are an important part of SK, is there something we need to worry about as far as having coroutines running with references to “objects” that were destroyed before we have a chance to do whatever we need to do with them?
So the overall question revolves around: What are the proper steps to take care of garbage collection and actor life cycle in SK?
(Any specific Gotchas we should know about?)
Do you have a helper class suggestion similar to the one for spawning?