I am rendering a series of simple camera moves for an automotive project. My scene is just a single blueprint that contains the meshes for the car, and then a camera, and a skylight set to an HDRI.
My MRQ is a queue of level sequences, each of which is a single camera move (for ex. moving the camera along the instrument panel, etc)
Notes on car blueprint:
- built off of the Cinematic Car Rig plugin
- has many meshes attached inside it
- ~7mill poly overall
- several functions that provide controls to the car: turning lights on and off, doors opening, etc. These functions are wired into event tick as well as construction script
- Set to run construction script in sequencer
Rendering with path tracer. this happens when rendering both 1920x1080 and 3840x2160. Ive been using sample counts like 128 spatial X 8 temporal, etc
When I close the editor, it seems the data is discarded and the harddrive space opens back up.
My questions are:
1 - what is causing this buildup of data, and where is it being stored?
2 - is it related to having many functions on the construction script?
3- is is related to the car being high poly? is there some copy of the geo being made every frame or something that gradually causes a huge buildup of temp data?
4 -how can i prevent this from happening?
Thanks for any insight -this is causing a huge problem in my workflow becuase im unable to set up long-running renders overnight or on another machine, becuase i can’t trust unreal not to fill upthe harddrive and then crash during the render.