Planar reflection capture node causes memory leak in game

When we have a planar reflection object in the level we get a big (1MB/s) memory leak in game. It starts when level is loaded but planar reflection itself is not seen. Memory leak happens after 1 minute waiting time. Also, when trying to use
MALLOC_LEAKDETECTION = 1 and MallocLeak Start/Stop we have an access violation in

void FMallocLeakDetection::Realloc(void* OldPtr, void* NewPtr, SIZE_T Size)
{
if (bRecursive == false && (bCaptureAllocs || OpenPointers.Num()))
{
FScopeLock Lock(&AllocatedPointersCritical);

	// realloc may return the same pointer, if so skip this

	if (OldPtr != NewPtr)
	{
		FCallstackTrack* Callstack = OpenPointers.Find(OldPtr);

Any possible insights to this issues?

In version 4.16.3, still have memory leak, like 2-3M per sec…

Did anyone ever solve this? It’s recently come back, reproduced in 5.1 and 5.2, but not in 4.27 :frowning: