UE 4.10 freezes while saving

I’ve been experiencing a serious bug while working with 4.10.x; Seemingly randomly, when saving (by pressing the save button, the save all button, or pressing Ctrl+s) the editor will freeze. It won’t respond, no matter how long I leave it. (I left it overnight once, and it still didn’t respond.) I can’t identify a pattern of when it happens, so at the moment, it seems to be at any random interval. Although it feels more prevalent when I save while still compiling blueprints or materials.

I can kill UE4 with task manager, but when I try to load the same project again, it gets stuck at 86%. After some investigating, I found that the PackageRestoreData.json file in the project’s “Saved/Autosaves” was still locked. Any attempt to get the file properties, or open the file would cause explorer not to respond. I’m not sure what process is still working on it, so I can’t kill just that and restart UE4.

So far, the only “solution” is to reboot my system. It stops whatever process is interacting with PackageRestoreData.json and allows me to open the project without incident. Except that then I’m at risk of the whole process starting over again. Not ideal as I have lately been streaming my work in UE4.

If there is something I can do to keep it from happening, I would gladly accept the help, but if not, then I want to make sure that Epic hears about this, so a fix can be found, made and pushed into either 4.10.2 or 4.10.3.

I’m running 4.10.1 on Windows 7 64bit, SP1.

Hello,

I have a few questions that can help us narrow down the cause of this issue

  • Are you able to reproduce this issue in a clean project?
  • Does this issue only occur in 4.10?
  • Have you noticed if your computer is using a lot of memory during the saving process?

Thank you.

  1. I cannot seem to reproduce this issue on command, even in my “tainted” project. It’s appearance seems totally random. However, as I said, it feels like it happens more often when compiling (materials or blueprints) then saving while it’s compiling.
  2. I have only ever experienced this in 4.10. I have seen no similar reactions in 4.9 or previous.
  3. No more than usual. Even under my usual load of programs open while streaming, I don’t break 70% RAM usage.

You can see exactly what I’m doing when these events occur by watching the ends of Kjasi Builds Majora's Mask in Unreal, Part 10a - YouTube and Kjasi Builds Majora's Mask in Unreal, Part 10b - YouTube where it happened live while streaming 2 days ago.

I took a look at the videos and I can see the error you are experiencing. Could you please provide your DxDiag? Thank you.

Sure thing. Here it is: link text

Could you update to the latest drivers for your graphics card and then let me know if the issue is still occurring?

Just updated my drivers, so I’ll look to see if the problem is still there over the next few days.

Hello,

I am marking this post as resolved, but please feel free to come back and post when you have an update regarding whether or not the issue is still occurring after updating your drivers.

Have a great day

Updating the drivers SEEM to have worked! I haven’t had it freeze on me since. Thank you so much! I’ll let you know if it suddenly shows up again.

I have this same problem, but on 4.9.2.
I noticed that every time this happens, the file Saved/Autosaves/PackageRestoreData.json can’t be deleted. If I try, the deletion won’t ever end and I would have to end explorer.exe task and then restart it. The only fix I’ve found is to restart the computer.

So basically the same problem.

Have you tried updating your drivers as Kjasi did? This seemed to resolve the issue for them.

I did. And so far so good. I just thought reporting it also happened in 4.9 would be of some use :slight_smile:
Thanks!

If you have a relative new hefty machines with lots of cores of hardware threads.
If the engine is trying to start up a lot of threads but the number is too low it will create this issues and more.

open the file Stats2.h and go to line 1225, you can see the line

          NUM_ELEMENTS_IN_POOL = 128,

change that to 256 compile and try again. :slight_smile:
I hope that helps
Cheers