Assertion failed: FPlatformTLS::GetCurrentThreadId() == OwnerThread [Link Removed] [Line: 4641]
Callstack:
> UE4Editor-CoreUObject-Win64-Debug.dll!FLinkerLoad::Serialize(V, Length) Line 4641 C++
UE4Editor-Core-Win64-Debug.dll!operator<<(Ar, Value) Line 308 C++
UE4Editor-Core-Win64-Debug.dll!operator<<(Ar, Chunk) Line 359 C++
UE4Editor-Core-Win64-Debug.dll!FArchive::SerializeCompressed(V, Length, Flags, bTreatBufferAsFileReader, bUsePlatformBitWindow) Line 438 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FUntypedBulkData::SerializeBulkData(Ar, Data) Line 1164 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FUntypedBulkData::LoadDataIntoMemory(Dest) Line 1300 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FUntypedBulkData::MakeSureBulkDataIsLoaded() Line 1247 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FUntypedBulkData::LockReadOnly() Line 510 C++
UE4Editor-SlateCore-Win64-Debug.dll!UFontBulkData::Lock(OutFontDataSizeBytes) Line 62 C++
UE4Editor-SlateCore-Win64-Debug.dll!FCompositeFontCache::GetFontFace(InFontData) Line 277 C++
UE4Editor-SlateCore-Win64-Debug.dll!FSlateFontRenderer::GetFontFaceForCharacter(InFontData, Char, MaxFallbackLevel) Line 157 C++
UE4Editor-SlateCore-Win64-Debug.dll!FSlateFontRenderer::GetMaxHeight(InFontInfo, InScale) Line 54 C++
UE4Editor-SlateCore-Win64-Debug.dll!FSlateFontCache::GetMaxCharacterHeight(InFontInfo, FontScale) Line 1011 C++
UE4Editor-SlateCore-Win64-Debug.dll!FCharacterList::GetMaxHeight() Line 583 C++
UE4Editor-Engine-Win64-Debug.dll!FCanvasTextItem::DrawStringInternal_RuntimeCache(InCanvas, DrawPos, InColor) Line 1154 C++
UE4Editor-Engine-Win64-Debug.dll!FCanvasTextItem::DrawStringInternal(InCanvas, DrawPos, InColor) Line 985 C++
UE4Editor-Engine-Win64-Debug.dll!FCanvasTextItemBase::Draw(InCanvas) Line 891 C++
UE4Editor-Engine-Win64-Debug.dll!FCanvas::DrawItem(Item) Line 1801 C++
UE4Editor-Engine-Win64-Debug.dll!FCanvas::DrawShadowedText(StartX, StartY, Text, Font, Color, ShadowColor) Line 979 C++
UE4Editor-Renderer-Win64-Debug.dll!FSceneRenderer::RenderFinish(RHICmdList) Line 1478 C++
UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderFinish(RHICmdList) Line 372 C++
UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::Render(RHICmdList) Line 1236 C++
UE4Editor-Renderer-Win64-Debug.dll!RenderViewFamily_RenderThread(RHICmdList, SceneRenderer) Line 1849 C++
UE4Editor-Renderer-Win64-Debug.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask(NewTasks, CurrentThread) Line 868 C++
UE4Editor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksNamedThread(QueueIndex, bAllowStall) Line 932 C++
UE4Editor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksUntilQuit(QueueIndex) Line 679 C++
UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(CurrentThread) Line 1726 C++
UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain(TaskGraphBoundSyncEvent) Line 319 C++
UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 459 C++
UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 72 C++
Launch QAGame Editor (Debug Editor, Win64) with the following commands: -game -opengl3
Press "~" to open command prompt
Type "open TM-Shadermodels" to open TM-Shadermodels level
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How can i modify the param name in EQS node
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-34298 in the post.