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@@ -52,7 +52,7 @@ Pay attention, as once you tell the UE GC to not destroy a UObject, that UObject
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## Strategy 1: Setting UObject flags to govern the GC
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When you create a UObject (from the C++ side, via the NewObject<T> api call) you can specify a bitmask of flags. By default the python api only use the RF_Public flag:
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When you create a UObject (from the C++ side, via the ```NewObject<T>``` api call) you can specify a bitmask of flags. By default the python api only use the RF_Public flag:
As an example when running a script multiple times, the 'tracker' id will be overwritten, triggering the destruction of the mapped python object (and its ```__del__``` method)
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## Low-level UObject creation api
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Til now you have seen how to create new UObject's in a very pythonic way:
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```python
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from unreal_engine.classes import BlueprintFactory, Material, MaterialFactoryNew
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bp_factory = BlueprintFactory()
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material = Material()
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# the first argument here (None) is the outer UObject
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