Memory leak when using PixelStreaming2 for streaming?

When packaging in UE5.5.4 development mode and using the PixelStreaming2 plugin for streaming, after a prolonged streaming session, Task Manager shows that the non-paged pool is excessively large, leading to out-of-memory issues. Using poolmon for observation, I found that the usage of DxgK continuously increases.
My system configuration is as follows:
CPU: AMD Ryzen 9 5900HX with Radeon Graphics (3.30 GHz)
RAM: 32 GB
Graphics Card: NIVADIA GeForce RTX 3080
Operating System: Windows 11 25H2
OS Build: 26200.7623

My startup parameters are as follows:
-log
-ResX=1920
-ResY=1080
-PixelStreamingURL=ws://192.168.124.110:8888
-RenderOffScreen
-ForceRes
How to reproduce:

  1. Launch UE5.5.4 and create a blank C++ project.

  2. Enable the PixelStreaming2 plugin.

  3. Package the project in Development mode.

  4. Create a shortcut and add the aforementioned startup parameters.

  5. Launch the application, confirm that it has connected to the signaling server and that the video stream is visible in the web page. Wait for a period of time and observe the memory usage via PoolMon.

1 Like

We had the exact same issue.
We fixed it for us by changing the Encoder to AV1.

In our DefaultGame.ini:

[/Script/PixelStreaming2Settings.PixelStreaming2PluginSettings]

Codec=AV1

There is still a memory leak but with the AV1 encoder we are able to run the application a lot longer.