System hang after rename

hi there,
today i had rename a blueprint workerblue to playercharacter inside my project folder.
(before i renamed and moved some things for clean up and moved them in new/other folders.)
the result was the engine hang, system hang can’t open the task manager and need by reset hardware button.
this happens quit often with this engine at different locations.
for awhile i press 2 times undo in blueprint editor the same happens.
also hang happens at physic assert tool.
maybe its one class that cause this trouble.
i suggest a code review. i think the engine runs in a never ending recursion at some places.

Disable Git Source Control will fixes this problem.

thanks, but i not use any source control, means source control login provider = none.

Hi ,

Does this occur in a clean, blank project with no additional content or is it limited to one project? Additionally, what steps are you taking before this occurs? When you rename does it freeze immediately or are you able to do anything else before it freezes?

hi,
this happened at my work in progress game.
it have additional content but the rename was at my own content.
i guess i used the same name for a blueprint which used by a class that already exist. if i have time i try to reproduce this again and write the steps.

i remember it freeze immediately .

If you rename it to a completely unique name, does the freeze still occur or does it only occur when named the same as an asset in your project?

after pc reset and gave it a unique name it was ok.
give me some time (maybe this week) to reproduce it again in a other new project.

Hi ,

We haven’t heard from you in several days. I am going to mark this as answered for tracking purposes with the assumption that the unique name fix has suitably addressed your error. If you are still experiencing this error, please comment and let me know.

sorry but i had other problems between.
and today i can after indexing blueprints.
14/23 then this unreal editor freezing my pc.
how about to add a noresponse class.
i like the way android check the apps with time measurement
and give feedback to the devs.

Hi ,

I’m sorry but I’m a bit confused. Are you saying that while indexing a blueprint it gets to 14/23 and then freezes? Are you trying to add blueprints to an array during PIE or are you doing this somewhere else? What steps are you taking to reproduce this on your end?

yes it freeze at 14/23.
i believe i change a variable actor to an array and the blueprint says
need updating all references. there was a message box with info.
me click ok. its not a big deal in my small map.
i not do anything between.
after stop i waiting awhile(some minutes) but the progress did not continue.
and also i can’t use my system. means can’t open task manager or switch to desktop.
this behavior is very similar to the other hangs.

Can you post a copy of your dxdiag here so i can take a look? You can get this by going to your start menu on windows and type “dxdiag” into the searchbar. Open the dxdiag.exe, then save the full dxdiag to a .txt file and post it here.

sure, [link text][1]here it is
[1]: 48855-dxdiag.txt (70.3 KB)

(skip this btv.exe,it is a new music app , the 64bit version had a problem with my 32 bit midi keyboard (ikey.exe).)

Hi ,

Unfortunately, it looks like your computer is underspecced and will have a very difficult time running the editor in general. Here is a list of our minimum recommended specs for using UE4:

i already order more ram but because of post strike its not here.
4 gb it barely enough yet.
i working since a month with this engine but things that take seconds
should not be a problem. also i expect a messagebox if run out of memory or something else. the editor itself works very well.
unity engine make no problems at my pc.
i like unreal because this visual development with blueprints.

Unfortunately it isn’t limited to the RAM. Both your processor and GPU are under the recommended specs and will have difficulty running some performance tasks such as blueprint compilation, etc. You’ll more than likely end up running into significantly more bottlenecks and hangs as you start utilizing intensive routines such as building lighting, paths, geometry, etc.

ha ha, each blueprint compilation take seconds.
therefore is the progressbar in a app.
at build up lightling i must reduce the texture size yes, but then
it works and i let the editor running until its finished his task.
as software developer i expect that if 14 blueprints get reindexed the remaining
9 processed too.
as user i feel “no progressbar update” = “no progress in software”.
it have any reason, but i do not need to buy a new pc for it.

thats from physic asset tool today,
i just want give 6 boxes in a skeleton mesh each a collision hull.
can not upload a .fbx file here…
i wonder what the engine do at my harddisc,
it goes up to 8 mb per second.

here is a screenshot from this object.
as i set box collision for each beam it show me a big cube and nor around the beam mesh itself. after that i set the root with multiconfex hull.