Hello,
I have been using the console command ‘memreport -full’ to examine our memory for different levels of our game. I am doing this while running the game with a packaged build. We have multiple levels with unique assets in each level. I have found that the memreport will show an asset from a different level showing up in the current level even though there are no references to that asset in the current level. This only occurs on a sporadic basis, meaning that not all assets from the ‘non-current’ level show up, only one or two. It seems like this asset is being included inappropriately. Is this a known issue?
Thanks for your response.
Hey racerguy,
Hope I can help you out. What kind of assets are we talking about - as each type are handled differently in the engine?
How are you transitioning (i think thats how you spell it) between levels?
How are the levels loaded and constructed? Any procedural content?
Also do any of these assets have destroy actor nodes?
Hi Mobfolios,
Thanks for replying.
One example is a static mesh and a texture referenced by that static mesh.
We use OpenLevel to transition to a new level. But, this may be a useful bit of information. If I launch the game and load directly from our main menu into a certain level, I see assets from a different level that I haven’t transitioned to during the current play session which is why it seems to be related to packaging.
There is no procedural content in our levels.
The blueprint that references the static mesh does have a DestroyActor node that is called by the blueprint to destroy a related actor. This DestroyActor node is called on the events ‘EventDestroyed’ and ‘EventEndPlay’ but this wouldn’t have been executed in my test because I loaded the level but didn’t unload it before doing the memreport.
Thanks
- Mark