SceneCapture 2d massive Vram leak in UE5 - (tested in UE4 with no problems).

Hi,

I’ve noticed everytime i have a scenecapture2d which is updated in the editor it shoots up the Vram from a typical 5 gb to 16+ crashing my gpu in seconds.

The render to texture target is very small in size 128 by 128, its got no special flags on and almost all flags disabled, I even tried various methodsa of render outputs. (Try console stat.unit to monitor the Vram numbers increase as you change camera settings such as FOV and move/rotate it about).

The issue is not present in builds but seems to happen only in the editor while working or adjusting camera settings.

Tested a similar scene in UE4 without any such issues.

Has anyone experienced a similar issue before?

Thanks.

Hate to necro - but this is still an unsolved issue in 5.6

I ran into this issue trying to pre-capture minimaps in the editor.
Solution I found for my use case was to execute the console command ‘r.ResetRenderTargetsExtent’ after the capture was complete and the SceneCapture component destroyed.

This forces UE to reset its render target extents to only what is required.

In my case i added this line to my clean up function;
GEngine->Exec(nullptr, TEXT(“r.ResetRenderTargetsExtent”));