This memory leak seems to be caused by the TMemStackAllocator of FRayTracingMeshCommandOneFrameArray.
Using the FDefaultAllocator for FRayTracingMeshCommandOneFrameArray works as a workaround.
//typedef TArray<FVisibleRayTracingMeshCommand, SceneRenderingAllocator> FRayTracingMeshCommandOneFrameArray;
typedef TArray<FVisibleRayTracingMeshCommand, FDefaultAllocator> FRayTracingMeshCommandOneFrameArray;
1. Open attached project [Link Removed]on ue4.26 (RayTracing is enabled for this project)
2. Start PIE
3. Enter 'stat memory'
4. Observe 'PageAllocator Used' value in stats.
'PageAllocator Used' keeps increasing.
If this repro project runs on the DebugEditor engine, it will report some assertions about MemStack.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-119848 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.26 |
Target Fix | 5.0 |
Fix Commit | 17056918 |
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Created | Jul 19, 2021 |
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Resolved | Aug 4, 2021 |
Updated | Nov 30, 2021 |