STAT_Navigation_CollisionTreeMemory and STAT_NavigationMemory are not accounting for DEC_MEMORY_STAT_BY OctreeSizeBytes in the navoctree destructor. It appears STAT_Navigation_CollisionTreeMemory ElementMemory is also not being decremented.
There are other potential code paths that do not seem to be accounted for too like FNavigationOctreeController::Reset().
Create a single player level with some geometry and a dynamic navmesh.
Play the level and display navigation memory stats
Issue RestartLevel Console Command.
Note nav octree stats grow each time the level is restarted.
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can PaintContext be used as function parameter in OnPaint?
How does UMG set overlapping layouts?
How do I stack the effects of multiple render targets together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-166263 in the post.
0 |
Component | UE - AI - Navigation |
---|---|
Affects Versions | 5.2 |
Created | Oct 6, 2022 |
---|---|
Updated | Feb 7, 2024 |