The problem manifested by itself with the project growing in events and assets.
I tried to delete assets but it’s not the point (on scene nor in banks), it’s really linked to events and external events, wich are really needed if you want to change scene and avoid code duplication.
It’s clear that changing the scene and destroy the previous one is the aim to clean up the memory, so it’s impossible to avoid scene change… and duplicating groups of events is not an option, there are too many of them first, and secondly a fressh scene with couple of layers are the basis of all my different level designs and game engine design.
On another project, a complex one, with procedural generated level on an unique scene, i’ve written a little “auto mode”, and already successfully having the compiled executable it running for more than 24 hours without crash or performance issue, so game built on native GD engine might not suffer from memory leak on my experience. In “auto mode”, the scene realoaded about every 4 minutes (in a kind like of FTL game rogue like game). I’ve never experienced memory leak on preview in IDE too, but the game was developped mainly on GD3 and early GD4 versions.
I’ve wrote a PM to 4ian about his idea of GD 4.0.95 version to correct these problem, hoping he would be able to provide a solution to this issue… he suggested it in the topic about Gdevelop 5 development :
source : [url]GDevelop 5 - Version beta du nouvel éditeur - #18 by 4ian]
Translation : he’ll try to take the time for a new 4.0.95 version in his planning… // wich is quite overbooked with new GD version and lil bub game.
I really hope he could “easily” fix it, because we can’t know when the native engine will be released on the new version of the IDE.