Noticed I used the wrong word in the title. I mean pointers, not references.
UE Noob here, but have a few years experience of programming. I'm following this awesome series to learn coding in UE4, and at one point, we created a TArray<ASpawnVolume*> to store pointers to all "spawn volumes" we could find in the level. This was done in BeginPlay, and we would then traverse that array during gameplay and update those spawn volumes now and then.
My question is, given the many amazing things UE does (the blueprint integration system still blows my mind), does it perhaps handle this kind of reference-keeping in some way? Because I'm immediatelly thinking "oops, what if someone destroys one of these later in the game, won't I have a bad pointer then?". I'm assuming I have to be dead-careful not to destroy them later in the game. Should I worry? Is that what would happen if I destroyed one? Or would UE in some magical way null the references to it?