This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Assertion failed: CurrentThreadIfKnown == GetCurrentThread() [Link Removed] [Line: 1117]
Source Context:
1106 if (ENamedThreads::GetThreadIndex(CurrentThreadIfKnown) == ENamedThreads::AnyThread) 1107 { 1108 bool bIsHiPri = !!ENamedThreads::GetPriority(CurrentThreadIfKnown); 1109 check(!ENamedThreads::GetQueueIndex(CurrentThreadIfKnown)); 1110 CurrentThreadIfKnown = GetCurrentThread(); 1111 CurrentThread = bIsHiPri ? ENamedThreads::HiPri(CurrentThreadIfKnown) : CurrentThreadIfKnown; 1112 } 1113 else 1114 { 1115 CurrentThreadIfKnown = ENamedThreads::GetThreadIndex(CurrentThreadIfKnown); 1116 check(CurrentThreadIfKnown == GetCurrentThread()); 1117 // we don't modify CurrentThread here because it might be a local queue 1118 } 1119 1120 ***** if (CurrentThreadIfKnown != ENamedThreads::AnyThread && CurrentThreadIfKnown < NumNamedThreads && !IsThreadProcessingTasks(CurrentThread)) 1121 { 1122 bool bAnyPending = false; 1123 for (int32 Index = 0; Index < Tasks.Num(); Index++) 1124 { 1125 if (!Tasks[Index]->IsComplete()) 1126 { 1127 bAnyPending = true; 1128 break; 1129 } 1130 } 1131 if (!bAnyPending) 1132 { 1133 return; 1134 } 1135 // named thread process tasks while we wait
Most recent user affected CL: 2872498
Logs:
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*Issue call stack shares some similarities with * [Link Removed]
CrashReporter User Descriptions:
Unable to determine repro steps based on user descriptions.
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [taskgraph.cpp:1121] UE4Editor_RenderCore!FTaskGraphInterface::WaitUntilTaskCompletes() [taskgraphinterfaces.h:212] UE4Editor_RenderCore!StopRenderingThread() [renderingthread.cpp:646] UE4Editor_RenderCore!FSuspendRenderingThread::FSuspendRenderingThread() [renderingthread.cpp:84] UE4Editor_Engine!FSceneViewport::UpdateViewportRHI() [sceneviewport.cpp:1131] UE4Editor_Engine!FSceneViewport::~FSceneViewport() [sceneviewport.cpp:45] UE4Editor_Engine!FSceneViewport::`vector deleting destructor'() UE4Editor_Engine!UGameEngine::OnGameWindowClosed() [gameengine.cpp:373] UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UGameEngine,void __cdecl() [delegateinstancesimpl_variadics.inl:772] UE4Editor_SlateCore!SWindow::NotifyWindowBeingDestroyed() [swindow.cpp:1114] UE4Editor_Slate!FSlateApplication::PrivateDestroyWindow() [slateapplication.cpp:5339] UE4Editor_Slate!FSlateApplication::DestroyWindowsImmediately() [slateapplication.cpp:2445] UE4Editor_Slate!FSlateApplication::RequestDestroyWindow() [slateapplication.cpp:1939] UE4Editor_SlateCore!SWindow::RequestDestroyWindow() [swindow.cpp:1100] UE4Editor_Slate!FSlateApplication::OnWindowClose() [slateapplication.cpp:5373] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1553] UE4Editor_Core!FWindowsApplication::ProcessDeferredEvents() [windowsapplication.cpp:1746] UE4Editor_Slate!FSlateApplication::Tick() [slateapplication.cpp:1304] UE4Editor_MoviePlayer!FSlateLoadingSynchronizationMechanism::SlateThreadRunMainLoop() [movieplayerthreading.cpp:132] UE4Editor_MoviePlayer!FSlateLoadingThreadTask::Run() [movieplayerthreading.cpp:163] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-29074 in the post.