The issue happens once per engine launch and doesn’t happen again before engine restart. After first long unstack, all other stack time decrease to half of the second. Happens on new project as well as on converted one.
I attempted to reproduce this on my end, however thus far I have been unsuccessful. Does this occur in a clean, blank project with no additional content or is it limited to one project?
What steps can I take to reproduce this error on my end?
Can you post your most recent logs after this has happened? They can be found at \Unreal Projects\PROJECTNAME\saved\logs\
Does the editor eventually crash or do you have to manually shut it down through the task manager?
Do you see any memory spikes when this occurs or does the usage stay at the same level it was before attempting to drag from the object reference to the string?
Does this seem to be limited to a specific object reference or asset reference? For instance, if you create an actor variable and attempt to drag that reference to a print string, do you see this freeze occur?
Can you post your dxdiag here so I can take a look as thus far I have been unable to reproduce this on my end. Additionally, try verifying your editor build by going to launcher>library>engine version dropdown context menu>verify.
What are the specs for the pc you are using? Or if these are the PC, what are the laptop specs? The device represented in the dxdiag is below our recommended specs and will have an extremely difficult time properly running the editor. We cannot guarantee there will not be delays and spikes in performance on this machine.
The device that represented on dxdiag, have no any problems running ue4 editor, at least how i use ue4, programming only. So how does that matter?
It can be toaster, if engine run smoothly before and now have error which has confirmation info from log about why is that freeze happens and what actually broke and got handled by engine, how is your “cannot guaranty” even matter? I guess there are might be some specific problem, which may occur only because my ue4 doesn’t run on top end PC, but why is that exact error, which start happening only on 4.11 and only with one specific wire to wire conversion - object to string.
Here the log from actual toaster, from my 5 years old laptop and it seams like have much more to say about what happens. link text
The problem with this is that programming and scripting both require processing power to be able to compile/build, which, when dealing specifically with UE4, may be performance intensive. I haven’t been able to reproduce this on my end following the steps provided, which leaves me with only a few options of what this may be given the information provided.
You can certainly try verifying your engine build by going to launcher>library>engine version context menu>verify. This will check your engine version to ensure no files are damaged/missing and repair/replace them as appropriate. The only other option would be to uninstall and reinstall the editor to see if this fixes the error, unless there are any other steps I can take to reproduce this on my end. If none of these adequately address the error, please let me know and I’ll see if there is anything else that it could be.
Not an answer, but I run into this alot. In previous versions I could drag something to a print string node if I wanted to convert to string and it would do it automatically (creating an ‘object to string’ node). I’m using 4.11.2 now, the shootergame example, and it crashes when I try this. Works just fine when I drag off and make an ‘object to string’ node myself and then connect THAT to a print string node. This is kind of frustrating only because I forget I can’t do that anymore and it crashes because of something silly. Wouldn’t have even posted here but I know it used to be a feature and I don’t want people getting confused why their game is crashing for apparently no reason. That and I didn’t know how to report issues…
If you cant migrate, Instead of drag wires from object to string, you can “Get Dsiplay Name” and connect output, same thing just not automated.
Also, i made custom function library and function in it, i made my “Say Hello” which is get object, check is object valid, if not print warning, if object is valid, it “get display name” and print it. Works fine for testing.