How manageable is the memory leak caused by destroying an object that has `Event:Wait()` connected to one of its events?

Hi. I am working on project currently that requires me to wait for a Touched event to fire before the code can proceed to do other things, however, the thing is the BasePart that is being waited on to be touched can be destroyed before its touched, in which case, basepart.Touched:Wait() will halt indefinitely, and hence a memory leak. This would typically not be something I would worry that much about, however, there’s many objects which rely on this mechanism in the game that I am working on, so I fear that it would eventually cause the game to lag, and probably crash after many repetitions…

so my question is: is this something to really worry about? is there even a memory leak as a result of this?

Where is the script that has the basepart.Touched.Wait() in it?

If it’s parented to the basePart that gets destroyed then there shouldn’t be any leak or lag problems here, when the part is destroyed the script is destroyed along with it and everything will be tidied up.

There’s no memory leak towards this. It will only wait until the player has touched it and run the event. The event will be inactive if a player doesn’t touch it and thus, this doesn’t build up to any data usage or memory usage.