Hello,
I’m trying to utilize the PCG feature on runtime. It works well when testing it on the editor, stand alone player, but it has a high chance to go “Not Responding” when testing it on a Packaged Build.
How I designed it to be used is:
Map Load > Trigger PCG Generate > Hand Control to Player
I’ve run several tests and there are times this does not get stuck and works properly and times gets stuck on Not Responding.
I’ve documented the relevant parts of the log file for convenience:
Log_1_Fail_1_Short.log (3.5 KB)
Log_1_Success_1_Short.log (8.8 KB)
These are 2 separate occasions I’ve plucked out of many (they are similar to others). One went without any issues (named Log_1_Success_1_Short.log) and one went the “Not Responding” event (named Log_1_Fail_1_Short.log).
I’ve cut off parts that I think isn’t relevant to this issue.
Some important things that I noted:
- For some reason, there is a block of Log Message that leads to not bricking the game. (check the Log_1_Success_1_Short.log)
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: Performance warning: Many (500) failed FindConsoleObject() across all CVars. Fail counts per name:
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: TestNameB : 2
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: TestNameD : 2
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: TestNameE : 2
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: TestNameA : 2
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: TestNameC : 1
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: r.Nanite.RequireDX12 : 1
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: r.BasePassOutputsVelocityDebug : 1
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: r.Water.WaterInfo.RenderMethod : 487
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: p.MaxPhysicsDeltaTime : 1
[2024.07.20-02.35.37:464][418]LogConsoleManager: Warning: vr.HiddenAreaMask : 1
- Upon Quick research they’re more about parsing environment values (???)
- That message log block is completely absent in the log that failed
- I have completely no idea why that prevents the game from “Not Responding”
I’m going to proceed to try to test any solution I could think of.
I’m putting this here so anyone smarter than me or more familiar with Unreal can give me an answer.
Thanks