Hi, I’m working with PCG in UE5.3.2 and noticed that it consumes more memory than I expected. After reviewing the memory report, I found that each time I use PCG, there are instances of PCGPointData. These instances are only released when I re-open the level. Is there a way to manually delete them using Blueprint nodes or C++ code?
And each time I regenerate this PCG actor, the memory usage of PCGPointData increases.
Interesting.