I have tested both the shipping and development modes, but there doesn’t seem to be much difference. The physical memory consistently grows at a constant speed.
I used UnrealInsights to monitor the memory between 50-200 seconds, but I didn’t observe any significant memory leaks. Here are the details of my process:
1 I created a new pure blueprint project by launching Unreal Engine 5.2.1 from the Epic Games Launcher and selecting the FPS template.
2 In the editor, I created a UV animation(make sure the video is not static) material and applied it to the floor.
3 I added the pixel streaming plugin in the editor.
4 I selected Platforms → Windows → Shipping and then packaged the project.
Following the instructions in this link: [Getting Started with Pixel Streaming in Unreal Engine | Unreal Engine 5.2 Documentation], I obtained the signal server and started the executable with the necessary parameters.
5 I played the stream on another PC (Windows 10, using Chrome) within the local network.
If you require more information or access to my test project, please let me know.