If you think it is going to be a major issue, then I would advise you to write your own memory manager and add a metrics system.
The way we work is we have multiple memory managers designed for different scenarios. From a very simple scratchpad, to a complex self defragging render pool, we have loads of them in game.
As you can imagine, this can get very confusing and complicated.
To deal with that we have a metrics system. It is very simple in principle. Every time you allocate or free memory, it creates a structure and sends it to a manager.
The manager has a ring buffer and whenever it is full it sends it over the network to an external app. The external app then matches allocations and frees and monitors the state of memory.
It is incredibly useful for finding memory leaks and keeping a very tight view of the memory use of a game, but it slows the game down a lot. So you have to use it with caution.
I don't think if you are a casual coder working on a hobby game it is worth while, but if you want to do a full AAA game, it's essential.