Memory Leak when scale of SetRelativeTransform is zero

I discovered a memory leak, when I scale an object to zero in one or more dimensions using SetRelativeTransform. In the screenshot I show the blueprint where the problem occurred. This is a blueprint of an actor, which contains many dynamically created plane meshes. As a demonstration I set the scale to a fix value of (1,0,1), but actually the value was calculated. I now prevent this problem by adding the macro MaxVector as can be seen in the screenshot. But this should not be necessary. Eventhough scaling to size 0, may seem pointless, it should not lead to a bug. It can even have valid applications if you only scale in 1 dimension, so to make something flat (3D to 2D). It should certainly not lead to a memory leak. In my case the plane was scaled in its height, so only a line would be the result.

The memory leak manifested itself quite severe in my case, increasing usage with about 50 MB/second. (256 items updated at 30FPS, would lead to ~8000 updates/second, so around a 5 kB leak per call.

The object being scaled is a MeshComponent Reference.

Hi ,

I have not been able to reproduce this on my end in 4.12, have you tried in later engine versions to see if this error is still occurring on your end? If so, do you have any specific steps I can take to reproduce this on my end?

Hi ,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

I reproduced this in UE 4.12.2: see attachment link text It seems however that the effect is about 10x less in UE 4.12.2 as in 4.11.2. I also noticed that it only occurs when the scale changes from >0 to 0 (or the other way around).

Open the map ArrayVisualizer and press spacebar to get the fast moving visualizer. There the leak is about 50 MB/second on my system.

Yes, it still persist in 4.12.2. See my comment to the original post.

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here. You can track the report’s status as the issue is reviewed by our development staff.