Unreal C++ uses reference counting for anything that gets exposed to the Blueprints development environemnt, Blueprints themselves have automatic resource management and the new addition to the family for Fortnight levels, Verve, also uses automatic memory management.
All of which fall under the point of view of GC implementations as per CS papers and scientific research.
Go well, it could have been a Modula-3/Active Oberon language, instead it became something only a little better than Oberon-07 and Limbo, and even then it still misses features from Limbo, as its plugin package is half backed.
Unreal C++ uses reference counting for anything that gets exposed to the Blueprints development environemnt, Blueprints themselves have automatic resource management and the new addition to the family for Fortnight levels, Verve, also uses automatic memory management.
All of which fall under the point of view of GC implementations as per CS papers and scientific research.
Go well, it could have been a Modula-3/Active Oberon language, instead it became something only a little better than Oberon-07 and Limbo, and even then it still misses features from Limbo, as its plugin package is half backed.