- TWeakObjectPtr
1.1 声明:TWeakObjectPtr Owner;
class TESTENGINE_API FTestGC : public FGCObject
{
public:
TWeakObjectPtr<UObject> Owner;
USkeletalMeshComponent* SkeletalMeshComponent;
FTestGC();
public:
void InitComponent();
void PrintInfo();
protected:
// 测试结果:当UObject的outer被销毁时,GC也会销毁对应的UObject,
//该函数的操作,无法确保UObject不被销毁
virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
};
1.2 赋值:
void ATestEngineGameModeBase::BeginPlay()
{
Super::BeginPlay();
TestGC = MakeShared<FTestGC>();
TestGC->Owner = GetWorld();
TestGC->InitComponent();
}
void ATestEngineGameModeBase::TestGCSpawn()
{
UWorld* World = GetWorld();
TestGCActor = World->SpawnActor<AActor>(AActor::StaticClass());
FAttachmentTransformRules AttachmentRules = FAttachmentTransformRules(EAttachmentRule::KeepRelative,false);
TestGC->SkeletalMeshComponent->AttachToComponent(TestGCActor->GetRootComponent(), AttachmentRules);
TestGC->Owner = TestGCActor;
}
void FTestGC::PrintInfo()
{
UObject* Outer = SkeletalMeshComponent->GetOuter();
if (Owner.IsValid())
{
UE_LOG(LogTemp, Log, TEXT("FTestGC::PrintInfo:Owner: %s"), *Owner->GetFName().ToString())
}
if (Outer)
{
UE_LOG(LogTemp, Log, TEXT("FTestGC::PrintInfo:SkeletalMeshComponent.Outer: %s"), *Outer->GetFName().ToString())
}
}
void ATestEngineGameModeBase::TestGCInfo()
{
if (TestGCActor)
{
UE_LOG(LogTemp,Log, TEXT("ATestEngineGameModeBase::TestGCInfo:TestActor: %s"),*TestGCActor->GetFName().ToString());
}
TestGC->PrintInfo();
}
void FTestGC::AddReferencedObjects(FReferenceCollector& Collector)
{
Collector.AddReferencedObject(SkeletalMeshComponent);
}
1.3 赋值含义:可以通过Owner获取指向TestGCActor的指针,但是不会增加引用计数;即TestGCActor的销毁,与Owner没有关系
1.4 如果Owner再次赋值:与普通指针一样,指针指向的内容为新的对象;BeginPlay中,Owner指向World,在TestGCSpawn中指向TestGCActor
2. 验证通过继承FGCObject的类管理【创建】UObject的类的对象,即使将UObject对象加入GGCObjectReferencer,当UObject的outer被销毁时,GC也会销毁对应的UObject