We tried it and we think that it is fixed only partly.
1) We tried running project with r.RayTracing=True and this is indeed fixed. Thank you!
2) We tried running project with the whole RendererSettings same as in UE-268241. This seems to be not fixed and it is leaking even faster. We measured about 6.3 GB in 17 hours.
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I’m attaching the repro project created by my colleague.
Create a shipping package from the attached project.
Run it.
Used physical memory is written in the “C:\\logs\\test_settings_RamLog_for_5_6_1.txt” so check it after several hours. Or use any ram usage tool of your choice.
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Just posting a status update that I’ve verified the issue in 5.6 and latest and am currently investigating which parts of the renderer are involved for our teams to investigate.
Apologies for the delay. I’ve created the following issue for tracking our investigation into where this virtual memory leak is coming from https://issues.unrealengine.com/issue/UE-358790. Please let us know if you make any discoveries.
Also, Epic will be on holiday break starting next week (Dec 22, 2025) and ending Jan 5, 2026 and there will be no responses from Epic on public or private tickets, though you may receive replies from the community on public tickets.