I’m very new to Unreal Engine, and have made a simple Blueprint to move the a player on one axis when I press W or S. This is purely an experiment to get familiar with the engine.
Of course, I did something wrong and the ship doesn’t move. I put a breakpoint on my SetWorldLocation node so I could see what was going on. After under a minute of hitting the breakpoint, the app would freeze on me, and I’d have to kill it and restart it. Finally, at one point macOS told me that I had run out of application memory. Reproducing this again with Activity Monitor running showed UE rapidly allocating memory and never freeing it.
Steps:
- Open Activity Monitor, Memory tab, sorted by Memory
- Open my project in UE
- Open my PlayerPawn Blueprint in the Blueprint Editor
- Add breakpoint to SetWorldLocation node
- Click Play
- “W” to move my ship, thus causing the breakpoint to be hit.
Now just wait, and watch the memory usage in Activity Monitor. It rises from 1.2 GB to 5+ GB over ~30 seconds. I am doing nothing during this time, just watching the memory go up in Activity Monitor. Stopping the debugger releases the memory immediately.
This is a very, very simple project, with a simple blueprint based on the TwinStick template. I can easily upload it if someone wants to look at why its freezing.
Thanks!
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