We have noticed that while the UE4 edtior hangs(for example opening a large level), all added stat messages from other threads will keep accumulating and allocate a huge amount of memory. In our case, the large proportion of stat messages were coming from FPlatformProcess::Sleepfunction called in FHoudiniEngineScheduler::ProcessQueuedTasks.
Is it safe to replace the call to FPlatformProcess::Sleepwith FPlatformProcess::SleepNoStatsor can you recommend a good approach to solve the problem?