Memory leak in the template project with specific rendering settings (recheck)

This question was created in reference to: [Memory leak in the template project with specific rendering [Content removed]

Hi,

We reported the EPS question above some time ago. Here is the related issue https://issues.unrealengine.com/issue/UE-268241 which should be fixed.

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.

Could you please look at it?

Thank you.

Kind regards,

Petr Opletal

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Steps to Reproduce

  1. Create a shipping package from the attached project.
  2. Run it.
  3. 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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Hello,

Apologies for the delay, we hope to pick up the investigation into this leak soon. Have you already captured an Insights memory trace or ETW? Also part 3 of of the series in untracked memory has some other interesting statistics.

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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.

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Hello,

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.

We wish you happy holidays!

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