Using {index} in the blueprint “format text” node throws up the following error:
“Internal compiler error inside create execution schedule (site2)”
I searched for hours and fixed it by changing “Index” to “Number”.
Using {index} in the blueprint “format text” node throws up the following error:
“Internal compiler error inside create execution schedule (site2)”
I searched for hours and fixed it by changing “Index” to “Number”.
Hi Karner,
I wasn’t able to reproduce this behavior in 4.7.5. Are you using a different version of the engine? Does this cause a compile failure, or does this error occur during Play? Can you post a screenshot of the BP setup that produces this error? Thanks!
Hey Karner,
We haven’t heard back from you in a while, so I’m resolving this post for tracking purposes. If you’re still experiencing this bug, please feel free to respond with the information requested above and we can continue investigating. Thanks!
I found the cause of this bug. If you use a Format Text node, create a {index} pin and attach something to it, then change the index text (to say {i1}… the actual names don’t seem to matter, but this is how I replicated it), this will then break the string, but the node the string CAME from (usually a conversion node) will still be solid as if a string is going somewhere. If you then reconnect this to the Format Text field without alt-clicking it to clear it, you get the resulting error.
Hello Zurar,
I ran a few tests and I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
Recreation:
In step 2 of the process, the node originally connected to t2 is still solid, as if it’s leading to something. If you Alt+click on this to clear it, the error in step 3 is prevented. If you do not Alt+Click on it before reconnecting it to the now renamed input2, the error is encountered upon compiling the blueprint.
Not exactly sure why I did this with 2 string variables; it will happen even with 1, following the same steps…
After running through a few tests, this appears to have been resolved in the later versions of the engine. I cannot reproduce this issue in the 4.14.3 version of the engine. Thank you for your time and information.
Make it a great day