Top Crash in 4.18 release
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Source Context:
// Read single jobs 651 { 652 int32 SingleJobHeader = -1; 653 OutputFile << SingleJobHeader; 654 if (SingleJobHeader != ShaderCompileWorkerSingleJobHeader) 655 { 656 FString Text = FString::Printf(TEXT("Expecting ShaderCompilerWorker Single Jobs %d, got %d instead! Forgot to build ShaderCompilerWorker?"), ShaderCompileWorkerSingleJobHeader, SingleJobHeader); 657 ModalErrorOrLog(Text); 658 } 659 660 int32 NumJobs; 661 OutputFile << NumJobs; 662 ***** checkf(NumJobs == QueuedSingleJobs.Num(), TEXT("Worker returned %u single jobs, %u expected"), NumJobs, QueuedSingleJobs.Num()); 663 for (int32 JobIndex = 0; JobIndex < NumJobs; JobIndex++) 664 { 665 auto* CurrentJob = QueuedSingleJobs[JobIndex]; 666 ReadSingleJob(CurrentJob, OutputFile); 667 } 668 }
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Assertion failed: NumJobs == QueuedSingleJobs.Num() [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 663] Worker returned 11758336 single jobs, 7 expected UE4Editor_Engine!FShaderCompileUtilities::DoReadTaskResults() [shadercompiler.cpp:663] UE4Editor_Engine!FShaderCompileThreadRunnable::ReadAvailableResults() [shadercompiler.cpp:1166] UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() [shadercompiler.cpp:1314] UE4Editor_Engine!FShaderCompileThreadRunnableBase::Run() [shadercompiler.cpp:838] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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