I was wondering if anyone has experience methodically debugging a hanging Win64 UE4 game client. Our packaged game has a seemingly randomly occurring freeze that triggers on ClientTravel, but not always - like about 10% of the time and only in packaged builds. I would like to get a stack trace from where the game thread or any thread is at that point in time or better yet, attach a VS debugger if it’s a locally running packaged Development build. But since the game is freezing and not crashing, no stack trace is written to the log. In fact, the last thing in the log is just the engine message
LogNet: Browse: /Game/MyMap.
Hope anyone knows a way to. Thanks!