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This is what i was wondering that wasn't explained in the article... does UE offer some guardrails for working with c++ that make the jump from C# an easier decision?



short answer: yes. If you stay within their uclass/uproperty framework, you have garbage collection, guaranteed initialization of class members, type reflection, etc.

Rare issues come up like: ``` int* Element = &Array[0]; Array.Add(0); *Element = 3; // could be access violation or memory-stomp if array was resized ``` Which can be addressed somewhat by code style policies.

Their garbage collector is also slightly weird in that it most things are deleted when there are no more references to it (as expected) but Actors can be deleted explicitly, in which case all references to them are set to null. This makes a lot of sense for a game engine actually, just perhaps unexpected from a language like C#.


Thanks!




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