UE4 Editor hangs - Thread Wait

I’ve recently begun encountering a problem, with use the Standalone Game play mode as a Listen Server and multiple clients
The editor works perfectly, until I hit play, my setup is to play as a lsiten server, with 2 clients and without single process.

The game works correctly, but the editor immediately hangs, and a memory dump shows the following stacktrace:

>	UE4Editor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1046	C++
 	UE4Editor-RenderCore.dll!GameThreadWaitForTask(const TRefCountPtr<FGraphEvent> & Task, bool bEmptyGameThreadTasks) Line 805	C++
 	UE4Editor-RenderCore.dll!FRenderCommandFence::Wait(bool bProcessGameThreadTasks) Line 833	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 2732	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142	C++
 	UE4Editor.exe!GuardedMainWrapper(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 126	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 200	C++

To me, it looks like the thread is waiting for something, but I have no way of telling what, and can only get the editor working correctly by killing the process.

Version is 4.11.1, and I’ve replicated the issue with a fresh project (Shooter Game)

The only recent changes I can think of to my system are installing the latest GeForce Experience and Nvidia drivers, any possibility this is related?

This question from over 2 years ago seems to be an identical situation, but I’m not using coherient UI, and I assume Shooter Game isn’t either:

Edit: Attaching logs and dxdiag output. The DMP file is over 1GB even when compressed, not sure if there is a practical way for me to upload it?

Hey delVhar,

Can you explain to me more about your setup? My guess is the following:

  • You have a Dedicated Server running (from the Play settings) and 2 clients to join into it when Play is pressed.
  • At that point, the editor hangs but the game (2 clients and server) runs fine.

Is that correct? If not, please let me know.

Thanks.

Hi, not quite.

I have the Editor Multiplayer Mode set to Play As Listen Server, then run 2 players, which gives me two windows (one server one client).

You are correct that the game works fine, but the editor hangs, apparently waiting for a thread to close.

This setup worked perfectly until this week, not sure what could have changed it. I’ve tried a verify and still experienced the same issue (and as mentioned it occurs with a fresh Shooter Game project)

I am still not 100% on what your setup is. Can you post a screenshot of your Multiplayer Options in the Play settings?

Also, if you are using any Blueprint / C++ to create and/or join sessions.

Thanks.

Hi, image attached.

Hey again,

I have run through a test with your settings and I do not get the same thing. With that in mind, I have noticed a few things that aren’t ideal.

One of the ways UE4 will work is that if it is not the current program selected, it will slower to preserve resources on your computer. Because of this, if you run a standalone window and a editor window, with the standalone window selected, the editor window will appear to lag.

To fix this, either run two standalone windows with your current multiplayer settings. Or, use a single process and run the server as a editor window instead of stand alone.

Because I do not get the same error you are getting, I am not sure what else I can try. Please update the post if you have any more information on why you may be getting this issue.

(I doubt it’s your video drivers update)