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100% crash rate on Speech to Text node after update. #48
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Hi! @dom452 Thanks for the information! : ) During a refactoring, I made a mistake and ended up leaving some broadcasts outside of GameThread. I made a correction in this PR: 692b087 I tested this update in a local project using a widget as well, and I haven't had any problems with these updates so far. 👀 The problem now is that since the release of UE5.1, it has taken days for them to approve updates on the Marketplace, so the version that is published in the Marketplace doesn't have those changes yet. :S But recent releases from here on GitHub already have these changes made: https://github.com/lucoiso/UEAzSpeech/releases |
This release has packaged versions for UE5.0 and UE5.1: https://github.com/lucoiso/UEAzSpeech/releases/tag/v1.2.5 Please let me know if this issue is still occurring and I'll try to solve this 😵💫 |
Hi!
So with the speech to text node - there seems to be some serious drama is getting it to fire both the update and finished execution pins.
On Update it doesn't actually fire the pin - and on finished it always crashes when I try to save the string to a var.
The log shows that the voice is being recognised and it is saying the task updated and finished - just the pins aren't going.
as for the crash - log attached.
TWD_Pathways.log
CrashContext_runtime.txt
I tried a couple of permutations, including setting a delegate and firing that on both update and finished - both didn't fire visually in the graph - however the log shows it did fire past (even puttting break points don't actually stop the flow).
I'm wonding if the rest of the execution flow after the node is actually on my game thread anymore? I dunno. The old Voice to Text node worked a charm, even if it was a bit lean on options....
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