BlueprintProfiler can't be deactivated : HUGE MEMORY LEAK

I activated it, then compiled it, then deactivated it, and now I’m losing 200Mb of RAM every time I launch the game, even though it collects nothing because the BP is instanced.
The compiler button still says “Instrumentation is Active” and everytime I compile the BlueprintProfiler window pops back up.
Please fix this !

100 views but no response.

Please, Epic, do something, it’s glitchy as hell and overexposed. Just remove the button.

Steps to reproduce this :

  • Write some code that executes itself every frame for example, with some nodes unconnected

  • Click the profiler button as shown

  • Compile

  • Deactivate the profiler and close the BlueprintProfiler window

  • Recompile

Now the BlueprintProfiler window has popped back up, and it’s useless. Every time you recompile, it gets your focus, and everytime you play the game in the editor, you loose RAM.

btw sorry for the clickbaity title, but I think that’s quite annoying and deserves to be fixed, as it’s not a code-related issue.

Bump. I also have this issue.

How do you disable profiling once activated?

You can’t. You have to completely recreate the class. I haven’t found a way to do it.
I have tried reparenting, copying, and exporting-reimporting.

If you have access to the github sourcecode, maybe you can create an issue there