Description

There is a memory leak in the Distance Fields category when a mesh continuously moves through the world and the scene is being captured with bDisableWorldRendering set to true. This issue occurs on both Windows and Linux. A workaround is to leave bDisableWorldRendering to false, but this creates overhead from rendering the scene.

Steps to Reproduce
  • Start with an empty world
  • Spawn actors with USceneCaptureComponent and UStaticMeshComponent (seems to happen with any mesh, even /Engine/BasicShapes/Cube)
  • Every tick, move the mesh actor and call UpdateSceneCaptureContents
  • Run the game with `bDisableWorldRendering` to true
  • select LLM Distance Fields in Unreal Insights and observe the memory usage increasing

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Duplicate
ComponentUE - Graphics Features
Affects Versions5.5.4
CreatedApr 17, 2025
ResolvedApr 17, 2025
UpdatedApr 17, 2025
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