When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The memory does not get freed or garbage collected after the render target is updated. This does not occur when dragging a SceneCapture2d actor from the Modes tab and moving around the actor in the world.
Eventually this will consume available memory and potentially cause the user to force the engine to close. The user who found this issue was thrown some error messages regarding the issue (attached), and the only ways I have found to return to a usable memory bandwidth is to compile and save the blueprint, and/or restart the project.
4.14.3-3249277: Occurs
4.15.1-3348071: Occurs
//UE4/Main-3367833: Occurs
1. Open attached project.
2. Select the SceneCapture Blueprint in the scene (the one with the arrow component).
3. Move the blueprint several times around in the world.
Outcome Eventually the memory will fill up your available VRAM.
Expected I would expect the memory to get garbage collected relative to the way it does as an actor placed in the world.
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Graphics Features |
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Affects Versions | 4.14.3, 4.15.1, 4.16 |
Target Fix | 4.17 |
Fix Commit | 3485146 |
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Main Commit | 3511602 |
Created | Mar 29, 2017 |
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Resolved | Jun 12, 2017 |
Updated | Apr 27, 2018 |