I am experiencing a major surge in GPU memory consumption when I add a large texture to the SceneCapture2D->TextureTarget
in the editor and the memory never recovers. My editor becomes slow and unresponsive even after I remove the RenderTarget
from the TextureTarget
variable slot. I understand that a large resolution RenderTarget
may result in extremely poor performance, but after removing it from use I would assume that the references to it would be cleared and that performance should recover. I am able to stabilize memory usage by closing the editor and opening it again so I have a feeling that it may not be collecting garbage correctly.
Are there steps that I need to do to clear out references to the large texture when it is no longer in use?
Repro steps:
- Create an actor with a
SceneCapture2D
component - Disable
CaptureOnMovement
and
CaptureEveryFrame
- Create a large (2k-8k)
RenderTarget
- Assign the new
RenderTarget
to theSceneCapture2D->TextureTarget
variable slot - Place in world
- Clear value from the
TextureTarget
This is using Unreal 4.20.3 C++ build.
Display Device
Manufacturer: NVIDIA
Chip type: GeForce GTX 1070 Ti
Display Memory: 40820 MB
Dedicated Memory: 8087 MB
Shared Memory: 32733 MB
Pre-execution memory usage
Post-execution memory usage