This problem is really driving me crazy!
I'm using the WOTGreal debugger, and the nuttiest things have begun to happen in the background. Specifically, I have these objects that are mounting in the call stack, and I have no idea why!
The objects that are being created are spawned only on one line of code... something like this:
So obviously, I should be destroying the previous "Task" before spawning a new one.
WOTGreal tells me differently, however. The call stack keeps creating new instances (like a memory leak) over time that add up. Does anybody have any idea why these are seemingly hanging around?
The fact that these are mounting is leading to some really strange behaviour! (functions are being called in random classes seemingly without cause). I have a feeling it's due to the fact that many classes are hanging out simultaneously in the call stack.
Any help would be GREATLY appreciated, as this problem is just killing my mind.
Thanks in advance...
I'm using the WOTGreal debugger, and the nuttiest things have begun to happen in the background. Specifically, I have these objects that are mounting in the call stack, and I have no idea why!
The objects that are being created are spawned only on one line of code... something like this:
Code:
// destroy old task if ( Task != none ) Task.Destroy(); // spawn the task Task = Spawn(CT);
WOTGreal tells me differently, however. The call stack keeps creating new instances (like a memory leak) over time that add up. Does anybody have any idea why these are seemingly hanging around?
The fact that these are mounting is leading to some really strange behaviour! (functions are being called in random classes seemingly without cause). I have a feeling it's due to the fact that many classes are hanging out simultaneously in the call stack.
Any help would be GREATLY appreciated, as this problem is just killing my mind.
Thanks in advance...
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