I’ve been coding over 20 years, but Unreal c++ only since around 2015-2016.
Maybe
FTextureRenderTargetResource* rtResource = rt->GameThread_GetRenderTargetResource();
is not freeing it’s resources.
Changed
FImageUtils::CompressImageArray(destSize.X, destSize.Y, outBMP, CompressedBitmap);
to
FImageUtils::PNGCompressImageArray(destSize.X, destSize.Y, outBMP, CompressedBitmap);
as the previous function is deprecated.
and switched CompressedBitmap
to TArray64<uint8>