[BUG REPORT] Format text "{index}"

Using {index} in blueprint “format text” node throws up following error:

“Internal compiler error inside create execution schedule (site2)”

I searched for hours and fixed it by changing “Index” to “Number”.

Hi ,

I wasn’t able to reproduce this behavior in 4.7.5. Are you using a different version of engine? Does this cause a compile failure, or does this error occur during Play? Can you post a screenshot of BP setup that produces this error? Thanks!

Hey ,

We haven’t heard back from you in a while, so I’m resolving this post for tracking purposes. If you’re still experiencing this bug, please feel free to respond with information requested above and we can continue investigating. Thanks!

I found cause of this bug. If you use a Format Text node, create a {index} pin and attach something to it, then change index text (to say {i1}… actual names don’t seem to matter, but this is how I replicated it), this will then break string, but node string CAME from (usually a conversion node) will still be solid as if a string is going somewhere. If you then reconnect this to Format Text field without alt-clicking it to clear it, you get resulting error.

Hello Zurar,

I ran a few tests and I was unable to reproduce this issue on our end. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. What engine version are you currently using when issue occurs?
  2. Can you reproduce this issue in a clean project?
  3. If so, could you provide a detailed list of steps to reproduce this issue on our end (including any small steps that may have been left out of your original set)?
  4. Could you provide screen shots of any blueprints/settings that may be involved with this issue?
  1. Version 4.5.1 (discovered while using Ark: Survival Evolved modified Dev Kit).
  2. Installed UE4.5.1 (non-Ark version) and did reproduce it.
  3. To recreate, I created a new blank project using Engine Version 4.5.1 from Unreal Engine > Library, went into StarterContent folder, opened Blueprint_WallSconce and created below Event Graph using OnClicked event from static mesh component SM_Lamp_Wall (event itself is irrelevant to actual issue, but was used as a start point).

Recreation:

  1. Created below graph (variables Test 1 and Test 2 can have any random string inserted):

  1. Change t2 to input2 in the “Format” field without detaching strings (notice: string is detached automatically on rename but previous “from” node is still solid):

  1. Reattach original “from” node to input2 and compile:

In step 2 of process, node originally connected to t2 is still solid, as if it’s leading to something. If you Alt+click on this to clear it, error in step 3 is prevented. If you do not Alt+Click on it before reconnecting it to now renamed input2, error is encountered upon compiling blueprint.

Not exactly sure why I did this with 2 string variables; it will happen even with 1, following same steps…

After running through a few tests, this appears to have been resolved in later versions of engine. I cannot reproduce this issue in 4.14.3 version of engine. Thank you for your time and information.

Make it a great day