Steps to Reproduce

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!

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Fixed
ComponentUE - Platform - Mobile
Affects Versions4.20.3
Target Fix4.21
Fix Commit4478864
Main Commit4551290
Release Commit4478864
CreatedSep 24, 2018
ResolvedOct 17, 2018
UpdatedSep 16, 2019