# memory leaks in pixel streaming(5.21)

**URL:** <https://forums.unrealengine.com/t/memory-leaks-in-pixel-streaming-5-21/1347280>\
**Category:** Multiplayer & Networking\
**Tags:** unreal-engine, bug-report, question\
**Created:** [October 27, 2023, 1:45am UTC](https://forums.unrealengine.com/t/memory-leaks-in-pixel-streaming-5-21/1347280 "2023-10-27T01:45:09Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![JessicaLiu520](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jessicaliu520/32/767974_2.png) [@JessicaLiu520](https://forums.unrealengine.com/u/JessicaLiu520)\
**Post date:** [October 27, 2023, 8:47am UTC](https://forums.unrealengine.com/t/memory-leaks-in-pixel-streaming-5-21/1347280/5 "2023-10-27T08:47:08Z")

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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](https://docs.unrealengine.com/5.2/en-US/getting-started-with-pixel-streaming-in-unreal-engine)], 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.

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