Massive memory leak in Blueprint Editor introduced with Unreal 4.9

Using it to mod Ark and it will take all of the memory evenutally and shut down windows. It just got to 20Gb with just a few blueprints open. Using latest version.

Even the Epic Game launcher is taking a ridiculous 3gb (200M/2.8G pagefile).

System: 16GB ddr3 1866

Started the working project: 6GB/16GB RAM
After 15min: 12GB/16GB
After 30min: 15GB/16GB
After 1 hour: Program error: no such ram: exit


When getting near to 16GB needs to SAVE.
Close UE editor.
Open again the project (±6GB)

I had some memory leaks in blueprints/projects. That usually happens when some blueprint (or struct) gets corrupted, for eg. forcing unreal to delete some blueprint it does not want to, or too complicated struct (like array of structs in struct). After something like that, each time i was forced to restart whole code (rewrite it in new and clean project), that was fine while learning, but its terrible when it happens in big project. All memory leaks (or one of last things before noticing leaks) always started after some small accident with broken struct, or editor disconnecting some wires, or migrating to new engine version.

I cannot prove it, but i have feeling that unreal blueprints are stable to certain size and amount of complication, beyond that possibility of crashes and memory leaks raises quite fast.

So i suggest keeping blueprints simple, everything complicated should be moved to C++. And split as much as possible into different blueprints, macro and function libraries. Also about function libraries it is safe to keep them all in single library, with multiple libraries i had nasty redundancy when i referenced function from one lib inside another.

I have this issue as well. It seems to be the editor as a whole but my editor in 4.14 loads at 1.7gb mem usage and crashes after 3-3.5gb usage. How can I keep this down? My best strategy is the save and quit before risking a crash that could lead to corrupted files (and has in the past). It’s tiring to have the reload the editor every 15-30 minutes.

16 GB 1600 Mhz DDR3 and it crashes well before max usage but always around the same point of usage.

Note: This is an issue with the editor, where as the packaged game seems to run just fine.

My guess is as most others are not experiencing memory leak, it could be the certain bps or meshes in your level that are causing that. One way is elimination strategy (which may seem quite tiresome but with a bit of luck, doable in one day) - ie first try find the smallest level that can cause the memory leak. Then, start by removing half of the unique meshes. Save the level and reload the project. Do the usual stuffs and see if the memory leak is still there. If it is still leaking, remove again the half of the just halved-level, and redo the test.

Another way is to try to launch the editor from VC++, do the usual stuff and wait for it to crash. As usual, as it is run from VC++ it doesnt crash and just quit. If fact it will stop the VC++ and jump right into debugging mode and show you the exact location which causes the crash. Try to find something meaningful from there - watch the variables and see if they point to an object in the level. Check the callstack too.

Thirdly, create a new level just for repro case for Epic staff to look into. The level has to be as small as possible, and when the symptom appears upload the level into AnswerHub.

I haven’t tried reproduction in a blank project but my active project actually only consists of about 20 actors, simply hexagonal meshes with 8 faces.the rest of the level is just the normal defaults. At runtime, all classes are scooped up into class arrays and the actors are removed from the level, then everything is loaded into place via configuration - so the level itself in the editor has almost nothing in it.

I’ll have to test it out on a blank project to see if I can reproduce it.