At OpenGLRenderTarget.cpp line 297, the DepthBuffer is created but never be released,and the DepthRenderTarget never be used with MSAA.
I know most of the time, it will share the same depthbuffer for scenecapture2d and MSAA can't toggle at runtime. But I guess that the depthrendertarget's memory is still allocated and never be used. And some of our clients modify the code to enable toggle MSAA at runtime, so after recreate the depthrendertarget, it will be a memory leak.
If I am wrong about this ,please let me knww. Thanks!
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-64383 in the post.