Quick answer: Unreal Anim Blueprint recompile leaking pose cache memory? Recompile doesn't release pose caches from running PIE - restart PIE or close the editor to reclaim.

Iterating on an Anim BP. Memory climbs 200MB per recompile. Editor eventually OOMs.

Stop PIE before recompile

Recompiles during running PIE leak. Stop PIE, recompile, restart.

Or use Live Coding for C++

For C++-driven anim changes, Live Coding doesn't trigger the leak. Blueprint recompile still does.

Audit with Memory Profiler

Editor > Tools > Memory Profiler. FAnimNode_* entries climbing post-recompile = the leak.

“Hot-recompile is a workflow. The pose cache leak is a known cost of the workflow.”

If you iterate Anim BPs heavily, restart the editor every hour. The discipline beats discovering you've leaked 4GB.