I'm investigating a memory leak in our game and it seems to be due to FlowMachine handing around in memory and holding onto references to components. This is after loading into a new scene. I've got to the point where I've got a very simple scene in our game with one Bolt graph with a single object reference. I then load and unload that scene use the Unity Memory Profiler to see the leak. Deleting the FlowMachine fixes the memory leak.
I'm planning to continue to investigate the problem by setting up a clean project to eliminate our code base from the issue. However I wanted to post here in case anyone is able to shed light on the issue, maybe someone knows about it.
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