When is Sequencer destoryed?
Posted: Mon Jan 31, 2022 3:28 pm
I'm still trying to track down a couple memory leaks between levels. It looks like the Sequencers are mostly not destroyed (as far as I can tell?), and as a result the ActiveConversationRecord object sticks around between levels which also forces our character portraits (which are contained in atlases that contain the entire portrait animation set) to stay in memory.
I'm wondering if it's safe to add:
To:
In Sequencer. Or would that cause issues? Is there a better way to handle this?
I'm wondering if it's safe to add:
Code: Select all
s_awakeSequencer = null;
Code: Select all
private void FinishSequence()
{
m_isPlaying = false;
if (FinishedSequenceHandler != null) FinishedSequenceHandler();
if (m_informParticipants) InformParticipants(DialogueSystemMessages.OnSequenceEnd);
if (m_closeWhenFinished)
{
FinishedSequenceHandler = null;
Close();
}
s_awakeSequencer = null;
}