Eating memory while in Blueprint breakpoint
I'm very new to Unreal Engine, and have made a simple Blueprint to move the a player on one axis when I press W or S. This is purely an experiment to get familiar with the engine.
Of course, I did something wrong and the ship doesn't move. I put a breakpoint on my SetWorldLocation node so I could see what was going on. After under a minute of hitting the breakpoint, the app would freeze on me, and I'd have to kill it and restart it. Finally, at one point macOS told me that I had run out of application memory. Reproducing this again with Activity Monitor running showed UE rapidly allocating memory and never freeing it.
Steps: 1. Open Activity Monitor, Memory tab, sorted by Memory 2. Open my project in UE 3. Open my PlayerPawn Blueprint in the Blueprint Editor 4. Add breakpoint to SetWorldLocation node 5. Click Play 6. "W" to move my ship, thus causing the breakpoint to be hit.
Now just wait, and watch the memory usage in Activity Monitor. It rises from 1.2 GB to 5+ GB over ~30 seconds. I am doing nothing during this time, just watching the memory go up in Activity Monitor. Stopping the debugger releases the memory immediately.
This is a very, very simple project, with a simple blueprint based on the TwinStick template. I can easily upload it if someone wants to look at why its freezing.
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