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@holzlag0r
Created March 12, 2015 19:49
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### MyActor.h
~AMyActor();
void BeginDestroy() override;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bTestBool;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
TArray<AActor*> Comps;
### MyActor.cpp
AMyActor::~AMyActor()
{
FString BoolState = bTestBool ? TEXT("true") : TEXT("false");
UE_LOG(Test, Warning, TEXT("Destructor @ %s bTestBool"), *test);
UE_LOG(Test, Warning, TEXT("Destructor @ %d CompsNum"), Comps.Num())
}
void AMyActor::BeginDestroy()
{
FString BoolState = bTestBool ? TEXT("true") : TEXT("false");
UE_LOG(Test, Warning, TEXT("BeginDestroy @ %s bTestBool"), *test);
UE_LOG(Test, Warning, TEXT("BeginDestroy @ %d CompsNum"), Comps.Num())
Super::BeginDestroy();
}
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