Description

On Android phones, VulkanStagingBuffers continually grows when the scene is static.

From looking at FStagingManager, it appears the VulkanStagingBuffers atat is only updated on buffer acquisition, but not on release.

Steps to Reproduce

Reproducibility Steps

1. Package the 3D scene and publish it to a real device.

2. Launch the game and leave it idle in the scene. Memory usage will slowly increase.

3. Observe the VulkanStagingBuffers item through LLM and see it continue to increase.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-350403 in the post.

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Cannot Reproduce
ComponentUE - Platform - Mobile
Affects Versions5.3
Target Fix5.7
CreatedOct 24, 2025
ResolvedOct 29, 2025
UpdatedOct 29, 2025
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