GPU memory leak when using scenecapture2d capture on every frame with editable transform widget movement
I have a character blueprint with a scenecapture2d component set up under a camera component to get a first person view kind of effect. The camera is set to copy transforms from a transform type variable set to editable and show 3d widget is enabled. I noticed I was getting crashes when moving this widget in the world.
It seems like the scenecapture2d when set to capture every frame in combination with moving the transform widget allocates a lot of GPU memory. Nothing happens when the scenecapture2d is set to not capture on every frame. Also after the memory leakage if you compile the blueprint the memory usage is reset to normal levels. But if you don't compile the blueprint (or something similar) the memory stays allocated and can create a crash if you continue for example moving the widget. If the memory was reset upon stopping the movement of the widget I probably wouldn't have had any crashes and not notice this at all but it seems the memory stays in use even after moving it.
A basic repro case:
Thanks for the clear and precise repro steps. I was able to confirm what you are reporting and have gone ahead and entered a bug report for the issue. You can track the report following the link below on our public issues tracker.
Once the issue has been addressed by our engineers the ticket will be updated and reflected in the public tracker. Let me know if you have further questions or need additional assistance.
answered Mar 29 '17 at 06:05 PM
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