On Friday, 15 January 2021 at 21:18:55 UTC, aberba wrote:
TL;DR:
In summation, the garbage collection system is a robust part
of Unreal Engine that affords C++ programmers a lot of safety
from memory leaks, as well as convenience. With this
high-level discussion, I was aiming to introduce the system at
a conceptual level, and I hope I have achieved that.
What is your conceptual level? You haven't described what it
does, and does not do. But yes, frameworks need that allow
"scripting" in some shape or form (compiled or not) has to hide
internal structures and intricacies and provide some convenience.
However, you write your own from scratch you can often times
build the marking into an existing pass, so you get it for free.
Not uncommon for people who write code that modify graphs.
There is a big difference between writing a dedicated collector
for a dedicated graph, and a general ownership mechanism for the
whole program.