C++ TArray insane memory usage

Thank you for your help and ideas, i checked each one of “UPROPERTY” and it turned out that “EditAnywhere” is fatal to performance.

in .h

UPROPERTY(Category = DynamicTerrain, BlueprintReadOnly)
TArray HeightMap;

in .cpp

void ATerrainCreatorBase::InitMap()
{
if(HeightMap.Num() == 0){
ChunksX = FMath::Max(1, ChunksX);
ChunksY = ChunksX;
MapSize = ChunksX * 16 + 4;
HeightMap.SetNum(MapSize * MapSize);
}
}

and it works like a charm.