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UPBGE: Use std::unique_ptr in KX_GameObject.
Some pointer in KX_GameObject corresponded to data owned by the game object or inexistant. In this case std::unique_ptr could be used to ensure the free of data. The only drawback is the requierment of a copy constructor to duplicate the data or set they to nullptr. Also m_clientInfo is now not anymore a pointer as it is never nullptr and owned by the game object.
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