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Re: CryEngine 5.4 - Traverse all the entities in the entity system properly

You are right, this is a memory leak. CEntitySystem::GetEntityIterator() allocates new iterator object https://github.com/CRYTEK/CRYENGINE/blob/release/Code/CryEngine/CryEntitySystem/EntitySystem.cpp#L1743 And then game code should call Release() to free it. As IEntityIt provides ref-counting interf...

Re: Add predifined components to custom component via c++

I'm a bit confused about your question - you talk first about WeaponComponent, which already registered and can be used, but then you have problems registering CBaseMeshComponent? Or is it about automatically getting CBaseMeshComponent in entity, which already has WeaponComponent? I assume it's seco...

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