OS : Windows11
ZenVersion : 5.7.13
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When using ZenServer, we encountered an issue where memory kept increasing and eventually caused a crash when cached data from PC A was used on PC B. After investigating the cases where memory continuously increased, we confirmed that the problem occurred during serialization in the call stack below. In this situation, the NewNum value becomes incorrect, causing an extremely large number of elements to be added to the array, which leads to the memory increase.
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Callstack:
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[Inline Frame] UnrealEditor-Core.dll!FMallocMimalloc::TryMalloc(unsigned __int64) Line 83 C++
UnrealEditor-Core.dll!FMallocMimalloc::Malloc(unsigned __int64 Size, unsigned int Alignment) Line 90 C++
UnrealEditor-Engine.dll!FMemory_MallocInline::__l2::<lambda_1>::operator()() Line 39 C++
[Inline Frame] UnrealEditor-Engine.dll!AutoRTFM::Open(const FMemory_MallocInline::__l2::<lambda_1> &) Line 891 C++
[Inline Frame] UnrealEditor-Engine.dll!FMemory_MallocInline(unsigned __int64) Line 25 C++
UnrealEditor-Engine.dll!operator new(unsigned __int64 Size) Line 9 C++
> UnrealEditor-Engine.dll!TIndirectArray<FStaticMeshLODResources,TSizedDefaultAllocator<32>>::Serialize(FArchive & Ar, UObject * Owner) Line 217 C++
UnrealEditor-Engine.dll!FStaticMeshRenderData::Serialize(FArchive & Ar, UStaticMesh * Owner, bool bCooked) Line 2536 C++
UnrealEditor-Engine.dll!FStaticMeshRenderData::Cache(const ITargetPlatform * TargetPlatform, UStaticMesh * Owner, const FStaticMeshLODSettings & LODSettings) Line 4220 C++
UnrealEditor-Engine.dll!UStaticMesh::CacheDerivedData() Line 7104 C++
UnrealEditor-Engine.dll!UStaticMesh::ExecutePostLoadInternal(FStaticMeshPostLoadContext & Context) Line 7874 C++
UnrealEditor-Engine.dll!FStaticMeshAsyncBuildWorker::DoWork() Line 327 C++
UnrealEditor-Engine.dll!FAsyncTaskBase::DoWork() Line 289 C++
UnrealEditor-Engine.dll!FAsyncTaskBase::DoThreadedWork() Line 313 C++
UnrealEditor-Core.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 110 C++
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