why stat -llmfull not work when use ansimalloc or other malloc

try to find out which module use much memeory, but got many unsed memory(4GB) and untracked memeory(3GB),

when run editor with -ansimalloc or other malloc, the stat will not work(10GB+ untracked)

working with VMMap, but faild when UE5 do self-check,

many log like this:

Error: FloatProperty FAnimNode_RotateRootBone::TargetYaw is not initialized properly even though its struct probably has a custom default constructor. Module:AnimGraphRuntime File:Public/AnimNodes/AnimNode_RotateRootBone.h

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Hi,

the log messages are usually unrelated to the allocator or LLM.

They indicate that FAnimNode_RotateRootBone::TargetYaw is not initialized in the constructor FAnimNode_RotateRootBone::FAnimNode_RotateRootBone.

I could not find this member in UE 5.5 or mainline, is this possibly a custom modification in your engine, where the member was added but it was forgotten to initialize it properly?

As for the LLM issue:

The syntax for the console command is “stat llmfull” without the “-”, could that be the reason why you’re not seeing the correct output?

Could you give more detail on “the stat will not work(10GB+ untracked)”?

Are the other LLM values missing or obviously invalid, or is it just the high untracked value?

It’s quite possible that ansimalloc is not fully instrumented to work with LLM, I’d recommend to use the default allocator chosen by the engine when you’re running with LLM.

I’ll check with the team on whether there are known issues with ansimalloc and LLM.

Kind Regards,

Sebastian

Update:

I’ve heard back from the team.

LLM does require specific instrumentation and we haven’t added that to all allocators.

You should only consider the default allocators for editor and game (mimalloc and mallocbinned2) supported for now.

Please use these when instrumenting with LLM.