Lijin

Hello, I found that there's a memory leak caused by SpineSkeletonRendererComponent. The memory of FPhysXAllocator keeps increasing. And by adding breakpoint I found it's created continuously by SpineSkeletonRendererComponent.(As the images attached here)
My actor blueprint is set according to UE4 runtime tutorial (just attached a SpineSkeletonAnimationComponent and a SpineSkeletonRendererComponent to root, set my atlas and skeletondata, and called AnimationComponent->SetAnimation in beginplay). My Collision Presets is set to BlockAll by default. Then I just put the actor in my map. My UnrealEngine version is 4.27.2
I tried to change my atlas and skeletondata to the spineboy assets provided by UE4 runtime tutorial, and found it has a memory leak as well.
I also tried to change physics to NoCollision, and found there is no memory leak any more.

Has anyone encountered with same problem? I doubt it's a bug of ue4 spine runtime plugin. If so, how can I fix it without having to change my collision presets? Or am I missing any settings? Thanks.
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Lijin
  • Bài viết: 7

Mario

It's an issue in UE4 we've been trying to fix for over 2 years. Spine needs to update collision meshes of ProceduralMssh each frame. It seems UE4 doesn't like that at all. Worse, in the editorz it also creates gigabytes of data on disk.

I fear we'll have to remove collision mesh support from spine-ue4 entirely. Users will have to create custom collision shapes and attach them to their actor themselves.
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Mario

Mario
  • Bài viết: 3035

Lijin

Okay, got it. Thanks for your reply!

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Edit:
To make sure, if I don't need any collision support, just want to fix the memory leak problem, then changing to NoCollision is the solution for now, is it? Are there any better solutions?
Lijin
  • Bài viết: 7

Mario

Yes, until i remove the physics code entirely from spine-ue4, setting it to NoCollision should do the trick.
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Mario

Mario
  • Bài viết: 3035

Lijin

Thanks.
Lijin
  • Bài viết: 7


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