Find in Blueprints deadlock

Hello, currently having an issue with the “Find in Blueprints” feature. Currently there are two main issues identified and they seem to occur in the same area within the editor code.The issue is in GetDisplayText() within ImaginaryBlueprintData.cpp. Part of this function is to load the localized strings, and this code does this using an AsyncTask on the game thread. However, after loading the string table using FullyLoadStringTableAsset(), it does not do anything with it. As a result, the localized string does not get displayed. This means that there are certain results in FiB which do not show up, when they should. I do not believe this is the intended behavior, or whether this is a known issue.In this same function, there are also some deadlocking issues, which occur when: you compile/save/autosave during a search and when you enter a new query whilst an ongoing search is happening. I believe this issue has been brought up before, but I was wondering if there are plans to fix this in the future.

This may be a bug, but I’m pretty sure it’s not a deadlock…

TPromise<bool> Promise;
// Run the request on the game thread, filling the promise when done
AsyncTask(ENamedThreads::GameThread, [TableId, &Promise]()
{
FName ResolvedTableId = TableId;
if (IStringTableEngineBridge::CanFindOrLoadStringTableAsset())
{
IStringTableEngineBridge::FullyLoadStringTableAsset(ResolvedTableId); // Trigger the asset load
}
Promise.SetValue(true); // Signal completion
});

// Get the promise value to block until the AsyncTask has completed
Promise.GetFuture().Get();

This is from ImaginaryBlueprintData.cpp. The code that does not actually work is the code inside of the AsyncTask, and the deadlock is happening at the Promise.GetFuture.Get()