Hi there,
The first issue (UE-21203) was resolved in 4.11. That was most likely the source of the low memory warnings, as that appears to have been a true leak.
The second issue (UE-23817) is I think sort of a false positive rather than an actual leak. What happens by default as you drag an instance of a Blueprint Class around in the editor is, that instance is reconstructed for each position change. Thus if the Construction Script is adding components (as it is in this example), you can end up with several new objects being allocated and freed at each delta. For what it’s worth, you can disable this behavior for an individual Blueprint Class by opening it in the Blueprint Editor, clicking the “Class Settings” icon in the Toolbar, and unchecking the “Run Construction Script on Drag” option in the “Blueprint Options” section in the Details panel. This will defer any updates to the appearance (i.e. reconstruction) until after the drag is complete.
For additional reference, the memory display in UE4 is tied to the “Working Set” counter in Windows and not a specific UE4 heap allocation space. This means that even as objects are freed inside of UE4, that number may not necessarily go down (internally it includes free space that can, for example, be recycled for use again without incurring a more expensive OS page allocation). It also means that from Process Explorer’s point-of-view, UE4 process usage may remain at or near the same level even as objects are freed.
Finally, the object counter display in UE4 includes both allocated and freed objects that have not yet been garbage collected. As the garbage collector runs only periodically, this number may not immediately go down as objects are removed or deleted. You can force a garbage collection pass by opening up the console tab and typing ‘obj gc’ - this should cause the object count to drop. However, as noted above, reported memory usage may or may not necessarily be decreasing alongside it.
Hope this helps!