Slow but steady frame rate drop when playing networked game?

My project slowly drops in frame rate when playing as listen server or dedicated server (but not when played offline). After some searching it seems other people have had a similar problem. Throwing this out there for any feedback.

-Frame rate starts off at about 80fps and within a time period of about 15 minutes (I timed it) slowly drops from 80fps down to 28 fps. From my tests, once it hits 28fps it stays there and doesn’t drop further. If I stop the game, and re-start it (in play editor)…the fps goes back up to 80fps and slowly starts dropping again. So a restart of the play simulation also restarts the frame rate speed. The drop is linear and non-random, it drops by the same amount steadily. The drop also seems un-effected by game play or content on screen. Whether the character is standing idle or moving around and interacting with objects, the frame rate drop rate is the same.

I noticed in the Unreal Setting for “Use Single Process” there is a small warning that sais: “Spawn multiple player windows in a single instance of UE4. This will load much faster, but has potential to have more issues.”. As I haven’t tested outside of the single process I am not sure if this is just one of those “issues” it is referring to and isn’t a problem with the programming in the game itself or if something in the programming is causing this to happen.

Does anyone know if this is common when using a single process when simulating multiplayer or know any common programming errors that could cause something like this to happen?

Any insight would be appreciated.