The runaway loop detection stuff is designed as per thread singletons (TLS). The worker threads don't properly reset the runaway counters.

Steps to Reproduce

Create a new anim BP.
Add a large number of steps (blends, etc.) in the Anim Graph.
Set "bEnableUpdatesInWorkerThreads" to true.
Create a new SkeletalMeshActor and set it to use the AnimBP.
Let this play for a long period of time.

Expected: No warnings
Actual: Runaway warnings

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-33946 in the post.

Login to Vote

Affects Versions4.114.124.13
Target Fix4.14
Fix Commit3134014
Main Commit3136620
Release Commit3159180
CreatedJul 29, 2016
ResolvedSep 22, 2016
UpdatedMay 18, 2020