Blocker - UEFN - Editor freezes and gives an error randomly

This error pops up randomly. Logs attached. Editor can freeze for multiple seconds without warning. Seems to happen when saving.
UnrealEditorFortnite-Win64-Shipping_N56OHB4vmb

Logs: Microsoft OneDrive - Access files anywhere. Create docs with free Office Online.

Hey there @Wertandrew we’re investigating your issues. I notice in your UEFN logs that there is some crazy log spam regarding Audio. The sounds in question are:

/Game/Sounds/Creative/Rift/Creative_Rift_CloseLoop_New
/Game/Athena/Sounds/Events/Geode/Oddities/Geode_Oddities_InWorldLoop_01

I’m assuming both of these sounds are looping by their names but the frequency of the logs indicates that they’re looping/repeating VERY rapidly. Both of these sounds are from Fortnite assets but I wanted to know if these are interesting/familiar to you in any way. When looking in UEFN I’m not able to find these sound cues… Did you import these from some other source? Any additional info here would be helpful. Thanks!

Edit: With regards to your CSourceFileProject error I’ve been told that these are related to Verse files but I’m trying to gather more information for you.

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Hi @Wertandrew:

For the errors you’re seeing regarding the CSourceFileProject, there is an issue where stale versions of the digests are interfering in Verse compilation. This has been already fixed in an upcoming version of UEFN, but for now, you can workaround this by navigating to:

C:/Users/apapo/AppData/Local/UnrealEditorFortnite/Saved/VerseProject/FortniteGame/Verse

And just deleting the contents of that folder. The digests should get automatically re-generated when you next open your project correctly.

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@HalcyonKnight96 I am getting these audio cue problems and it is tanking my editor when I have the output log open. It will freeze for minutes at a time.
I noticed it previously on flag assets as they play a ripple sound, when flying past them it would overload the output log with errors but was never an issue perf wise.

These sounds however -
/Game/Sounds/Creative/Rift/Creative_Rift_CloseLoop_New
/Game/Athena/Sounds/Events/Geode/Oddities/Geode_Oddities_InWorldLoop_01

  • are from the player spawn pads and I assume that now that there are 10 in one location it is overloading the output log.

I don’t think ambient loops should play in UEFN unless triggered manually for testing.
I would not expect the editor to be playing sounds by default.

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@Wertandrew @Cardin I’m having trouble reproducing this issue even with your projects provided… I’ll keep trying as time allows but in the meantime if you encounter this issue please add logs and detail what was happening at the time you saw this :smile: the more info we can gather the better. Thanks!

Uefn may require a verify file pass from launcher, will try that maybe

Could also be isolated to our setups, I know Wert is also a musician. I use 2 focusrite scarlets for my audio output… I’m assuming wert is also using an audio interface.

Now that I think of it I also listen to Tidal in exclusive mode alot.

I might do some further testing when I get time.
Ill try verify first then change sound devices and stuff.

I think the common thing we both have is the ASIO drivers being installed

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