When memory fills up, and you want to free some of it, garbage collection can be forced. You seldom need to do this, but you can do it in the case of having a very large texture (or set of textures) that are reference-counted and that you need to clear.
Forcing garbage collection
Getting ready
Simply call ConditionalBeginDestroy() on all UObjects that you want de-allocated from memory, or set their reference counts to 0.
How to do it...
Garbage collection is performed by calling the following:
GetWorld()->ForceGarbageCollection( true );