When we have a planar reflection object in the level we get a big (1MB/s) memory leak in game. It starts when level is loaded but planar reflection itself is not seen. Memory leak happens after 1 minute waiting time. Also, when trying to use
MALLOC_LEAKDETECTION = 1 and MallocLeak Start/Stop we have an access violation in
void FMallocLeakDetection::Realloc(void* OldPtr, void* NewPtr, SIZE_T Size)
{
if (bRecursive == false && (bCaptureAllocs || OpenPointers.Num()))
{
FScopeLock Lock(&AllocatedPointersCritical);
// realloc may return the same pointer, if so skip this
if (OldPtr != NewPtr)
{
FCallstackTrack* Callstack = OpenPointers.Find(OldPtr);
Any possible insights to this issues?