The issue was introduced in CL 35053471 (Commit dfe3a95) and occurs when the HAS_GPU_STATS macro is enabled (typically in all non-shipping builds).
File: Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp
Function: void FDeferredShadingSceneRenderer::Render(FRDGBuilder& GraphBuilder)
FString FrameNumDescription = FString::Printf(TEXT("%s Frame: %d"), *ViewFamily.ProfileDescription, GFrameCounterRenderThread); RDG_GPU_STAT_SCOPE_VERBOSE(GraphBuilder, Unaccounted, *FrameNumDescription);
Since FrameNumDescription
contains a frame number, invoking RDG_GPU_STAT_SCOPE_VERBOSE
with it creates a unique FName
instance each frame, which continuously increases the FNamePool
size.
Additionally, Unreal Insights does not support event names containing numbers (see CL 31461244, Commit 4fbe100), so adding an underscore to the event name before the frame number does not resolve the issue.