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::Sleep
function called in FHoudiniEngineScheduler::ProcessQueuedTasks
.Is it safe to replace the call to
FPlatformProcess::Sleep
with FPlatformProcess::SleepNoStats
or can you recommend a good approach to solve the problem?