Enabling the disaster recovery plugin causes a memory leak when importing and editing a large amount of textures. This can result in either a system lockup or a crash.
Results: Memory usage quickly ramps up until no system memory is free resulting in a system hard lock or Engine crash.
Expected: The changes to the textures to take effect without locking up the system.
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
UMG RichText not appear image when packaged
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-78722 in the post.