4.7.1 Memory leak

Unreal4editor.exe is hungry and eat my 16 kbs per second. Her now it is in 4.6 gigas and counting

A fresh open is only 439.016 KB

It’s weird oO It usually happens when the engine crashes. What are your actions prior to the memory leak?

I did work for two hours I didn’t notice nothing until the end. blueprints and persona, the more strange I did was open two content browsers.

Heyo erWilly,

I’m going to run a soak test here with two content browsers open to see if I can reproduce the memory leak. Do you happen to be using a specific template or sample project when this occurs?

Edit: Can I also get your dxdiag information?

The project is old from september I did continuos updates, is a blueprint only with more of 40 blueprints.
I am working right now I dont happen

dxdiag

BTW…My Os is spanish but i have the editor in english

Hey erWilly,

I was unable to reproduce your memory leak. I wanted to follow up to see if the leak is still happening for you. You mentioned in your last comment that it isn’t happening. Have you noticed anything else in the editor that could be causing the issue?

How many displays are you using and how are they connected?

I Growing again when I open, close and move beetwen windows in the same animgraph.

I have one 24" 1920 x 1080. Hdmi

Hey erWilly,

Can you tell me which blueprints or anim blueprints you are using? Especially if they are in one of our sample projects. If it is a custom project with your own content, I might ask to get a copy of the project.

I need specific details to be able to track this down. We have a couple bugs in about memory leaks and I’d like to figure out if this is the same as one of those or a new one.

Not sure if this helps but i am also having some issues with the memory leak and it jumps from 5-10 MB’s every time I run and close the scene. With a 20-40 difference in running but when it is stopped it adds that 5-10 mb to the total use. I have to restart Unreal to set it back to the initial ram it was before. Using a community project. [Community Project] WIP Weather & Ocean Water Shader - Game Development - Unreal Engine Forums And my own BP’s that I had before with no issues from 4.6

want to add I had my graphics settings at the highest level

Even tried removing 5 of my AI ships that use 3000 tris the ram kept rising.

Hey Avolanty,

Could I get your dxdiag? If this is the same memory leak, maybe there is a common hardware link. Possibly some software that you’re both using, but we’ll move on to that after hardware.

Thanks,

Avolanty is referring to my ocean project on the forums, and I also have the same issue. I start out at ~650mb with my project (Download below) and it slowly rises as I am editing blueprints/materials etc. I usually restart the editor once it gets up to 2.5gb or more to flush the data out, but would be nice to know whether I am doing something wrong or what else might be happening.

Here is the Project:

and here is my DxDiag - [Link][1]

Thanks

Hmmmmmmmm…same CPU as erWilly (except yours is the unlocked K model). I’m curious to see what Avolanty’s CPU is. Then we’ll go from there.

Thanks guys. The bigger the sample pool, the better! :slight_smile:

link text

Same issue. The stock FPS template eats up ram slowly as does custom projects. Blank projects do not however it seems so far, I can leave a blank project open all day and it sits steady.

AMD FX-6300 6 core CPU@4ghz. Vishera AM3+ 32nm running on 64 bit supports mmx+, sse1-4.2 & 4a, x86-64, amd-v, aes, avx, xop, fma3 & 4.

MSI 970 gaming series mobo. 8 gigs of ddr3 1600 in dual channel (pc3-1200j) kingston hyper x. Northbridge running at 2000mhz. HT link at 2400. Bus speed is 200mhz.

Running the same video card as avolanty I beleive. A EVGA Nvidia Geforce GTX 760 (the Ti version) which is 28nm tech, running at 980mhz core and 3ghz ram. 2gb version.

I work with avolanty and get tyhe same issues even running the ocean project fresh out of the box for example.

Edit: , I think that you’re running into two different memory leaks. The one I am talking about and another (see my next comment). and Avolanty, I think you’re only seeing what is in my next comment. ErWilly, I still don’t quite know if these apply to your memory leak.

Just a heads up, I’ve tracked this down. It’s not hardware specific, but occurs when you open and close BP’s repeatedly. So you can:

  1. Open a BP
  2. Close the BP Editor
  3. Open BP again
  4. Close the BP Editor
  5. Repeat

Result: It will steadily increase by about 2000-4000k each time without dumping it after you close the window.

Entering bug now, will report back here with Bug #.

Thanks for all the input guys.

EDIT: This may not be what you guys are running into. Can you all try that repro and tell me if that’s the same as what you are seeing?

Yeah I just tested this out before you added the note to the top of your message. I found that it did have an effect, no doubts about that, but it was very minor. I opened up around 100 materials/blueprints and meshes and managed to go from 600mb to 800mb.

I would need to open another 1000 or so for it to have the same effect, and that just doesn’t happen under regular use.

Thanks for the info :slight_smile:

EDIT: also wanted to add since it was asked above to erWilly, I use a two monitor setup and place the Content Browser on the second screen (and sometimes work on BP/Materials on the 2nd screen). Not sure that helps at all, but thought I would mention it.