Using PCG at Runtime. High chance it gets stuck at "Not Responding" on Packaged Build. How to fix?

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

I’m interested in using PCG at Runtime. Perhaps this is not possible:( If this is the case this is very sad news. I hope you are able to find a solution to this.

I had this issue when testing a build on a 1050 4gb gpu ( it would work fine on my other machines ) . If I had “Generate at runtime” turned on the build would just get stuck at not responding with a black screen. Changing Get Landscape Data in my PCG graph to instead use World Raycast Query fixed it for me.

Dunno if it’s related but just thought I’d mention it.

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Dang, changing the Projection Target pin from Get Landscape Data to World Ray Hit Query fixed it.

Months of digging through source code and the culprit is Landscape Data getter in the PCG Graph being unreliable, unbelievable.

FYI I’m running a much beefier PC: Intel i7 + NVIDIA 3070 just in case someone runs into this issue in the future.

So that means how powerful your PC might not mean anything to this problem, just that the Landscape Data getter is unreliable in Runtime PCG Generation.

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