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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34298 in the post.