Small project. Uses 1.5G ram /3.5G commit when loaded. If I have a capture camera going to a render target and then move any actor, the memory use continually increases. Within 10 steps of dragging, memory use is 10G/20G.
The camera capture component in the blueprint captures every frame. Composite mode is overwrite, but it would seem previous captures are not being disposed.
Using MemReport, the biggest offender is:
Render target memory 2D - STAT_RenderTargetMemory2D - STATGROUP_RHI - STATCAT_Advanced
which makes sense.
I’ve also noticed if I turn off capture every frame and recompile the blueprint, all that extra memory use gets flushed and my project is back to normal memory usage. So it appears to be some kind of buffering or leak.