(no title)
vilya
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8 years ago
The important difference is that not everything in Unreal is GC'd, only UObjects. Internally the rendering, animation, networking and other high-performance subsystems don't use GC because they can't afford the overhead. Being able to opt in to GC where it's useful is great, being forced to use it everywhere can be a hassle.
pjmlp|8 years ago
True, but just because a programming has language level GC, it doesn't mean it must be used everywhere.
If one doesn't allocate like crazy on the heap, there is no reason the GC needs to work.
Also using value types is always an option.
One also doesn't call malloc() in such high-performance subsystems.