When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. However, If you make the actor into a Single Variable and destroy it, that Procedural Mesh's memory is properly cleared by Unreal's Garbage Collection.
NOTE: See attachment "MemoryLeak_Example.zip" for simplified project source replication.
Open Unreal Engine 4.20-> Create Third Person Blueprint Template.
Creating Procedural Mesh Actor
Creating a new Blueprint Player Controller
Playing in Editor
Expected: The Memory used by the Procedural Mesh Component is cleared when the Actor is destroyed.
Result: The memory usage of Unreal Engine will keeping going up while you play until your computer runs out of memory and the game/editor crashes. The actor is successfully destroyed, yet the memory taken by the mesh geometry is still remaining.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-65234 in the post.
4 |
Component | UE - Gameplay |
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Affects Versions | 4.19, 4.20, 4.21 |
Target Fix | 4.22 |
Created | Oct 15, 2018 |
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Resolved | Dec 11, 2018 |
Updated | Dec 12, 2018 |