Memory leak in 5.1 when creating textures from render targets?

I have a tool I created back in 4.26 that creates textures from render targets in the editor for various uses. In 4.26, 4.27, and 5.0, everything is fine. The output log in those versions for creating an 8k texture using the snippet of blueprint I’ll include says this:

LogTexture: Display: Building textures: /Temp/T_A_Channel.T_A_Channel (TFO_AutoDXT, 8192X8192 X1X1) (Required Memory Estimate: 1280.000 MB), EncodeSpeed: Fast

In 5.1 using the exact same blueprint it says this:

LogTexture: Display: Building textures: /Temp/T_A_Channel.T_A_Channel (TFO_AutoDXT, 8192x8192 x1x1x1) (Required Memory Estimate: 4608.062484 MB), EncodeSpeed: Fast

Not only is it now 3.6 times the amount of memory used in the moment it is created, it now also stays in memory after processing the texture, hitting the vram usage threshold and bringing the editor to a slow crawl until I close it and reopen. Before 5.1 the memory would be freed immediately after processing. I’m not sure if this is a bug, or if what I’m using has been altered intentionally in the engine and now I’m using it inappropriately. Any insight will be greatly appreciated as others are also relying on this tool and I need to resolve this.

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Bump, if that’s okay. Hope someone out there might know what changed in 5.1 to cause this.

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I think I’m hitting the same bug, did you solve it?

I’m using Timm Hess Unreal Image Capture plugin in UE5.2: GitHub - TimmHess/UnrealImageCapture: A small tutorial repository on capturing images with semantic annotation from UnrealEngine to disk.