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Unreal Engine 3 Memory
WORK IN PROGRESS
The Unreal Engine 3 memory system is designed to minimize the amount of memory used by avoiding duplication of assets when loading. This can lead to some confusion by users on how to ensure their modified objects are properly used.
Objects in memory consist of Exports. Unique objects are identified via their Instanced Full Path. Objects under TheWorld
are stored under an object the same name as their level file, which ensures their uniqueness. This is automatically generated when the file loads.
When you use an import, this table (known as GObjects
) is used to find a same-named export, which also must match the Class
and PackageFile
as indicated on the import. The import then resolves to that export.
Here's an example of a file loading, and how having naming conflicts outside of your changes will cause your changes to not take effect.