Too much allocated memory after handled error

I tried to bind non UFUNCTION function to the delegate and editor raised it’s memory from 500mb to 1,5gb just to handle this error.
I waited around 30 mins to check if the memory will be released, but it only released 300mb.
Is there any way to have this extra memory released or even force crash report instead of allocating this much memory to handle errors in editor?

 [2015.09.15-20.43.15:938][855]LogOutputDevice: === Handled error: ===
 
 Ensure condition failed: this->IsBound() [File:e:\ue4\unreal engine\4.9\engine\source\runtime\core\public\delegates\DelegateSignatureImpl_Variadics.inl] [Line: 930]
 Unable to bind delegate to '&AShipController::OnMovementFinished' (function might not be marked as a UFUNCTION)
 Stack: 
 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:175]
 UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:258]
 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:368]
 UE4Editor-MyGame-4080.dll!TBaseDynamicDelegate<FWeakObjectPtr,void,int>::__Internal_BindDynamic<AShipController>() [e:\ue4\unreal engine\4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:930]
 UE4Editor-MyGame-4080.dll!TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,int>::__Internal_AddDynamic<AShipController>() [e:\ue4\unreal engine\4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1013]
 UE4Editor-MyGame-4080.dll!AShipController::Possess() [e:\ue4\unreal engine projects\myproj\source\myproj\controllers\shipcontroller.cpp:64]
 UE4Editor-Engine.dll!AGameMode::RestartPlayer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:483]
 UE4Editor-Engine.dll!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:589]
 UE4Editor-Engine.dll!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:721]
 UE4Editor-Engine.dll!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:582]
 UE4Editor-Engine.dll!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\world.cpp:3050]
 UE4Editor-Engine.dll!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\unrealengine.cpp:9667]
 UE4Editor-Engine.dll!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\unrealengine.cpp:8742]
 UE4Editor-Engine.dll!UEngine::TickWorldTravel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\unrealengine.cpp:8917]
 UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1285]
 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
 UE4Editor.exe!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
 UE4Editor.exe!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
 UE4Editor.exe!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
 UE4Editor.exe!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
 UE4Editor.exe!__tmainCRTStartup() [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
 kernel32.dll
 ntdll.dll
 ntdll.dll

Hi ThePassenger,

Would you be able to provide the code where you were setting up your delegate? Also, are you using the binary version of the Editor, or did you build it from source code?

I’m using binary 4.9.1 version.
The delegate was declared in extended UActorComponent
UActorComponent was added in extended APawn Constructor and i was binding (non UFUNCTION()) function in extended APlayerController.

Binding function with UFUNCTION() macro ofcourse worked great.

I was able to put together a test project that showed me some results very similar to what you described. I still want to run a few more tests on Monday.

Hi ThePassenger,

I was able to run a few more tests today, and saw a similar jump in memory usage in our latest internal build of the Engine. However, while the increase here was still significant, it was much smaller than what I saw in version 4.9.1. I have submitted a report of my observations to have this investigated further (UE-21312).

Thank You .