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[Crash] Assertion failed: IsInGameThread() when Duplicate an Empty Level #33

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SRombauts opened this issue Jul 7, 2017 · 1 comment
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The Editor crash on a Source Control "Copy" operation when trying to duplicate a simple source controled Empty map

Assertion failed: IsInGameThread() [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Public\EngineUtils.h] [Line: 190] 

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_FunctionalTesting!FActorIteratorState::FActorIteratorState() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\public\engineutils.h:191]
UE4Editor_FunctionalTesting!FFuncTestManager::OnGetAssetTagsForWorld() [d:\build\++ue4+release-4.16+compile\sync\engine\source\developer\functionaltesting\private\functestmanager.cpp:36]
UE4Editor_FunctionalTesting!TBaseRawMethodDelegateInstance<0,FFuncTestManager,void __cdecl(UWorld const * __ptr64,TArray<UObject::FAssetRegistryTag,FDefaultAllocator> & __ptr64)>::ExecuteIfSafe() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:648]
UE4Editor_Engine!TBaseMulticastDelegate<void,UWorld const * __ptr64,TArray<UObject::FAssetRegistryTag,FDefaultAllocator> & __ptr64>::Broadcast() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_Engine!UWorld::GetAssetRegistryTags() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\world.cpp:6486]
UE4Editor_AssetRegistry!<lambda_4f49ccdc2574bfbef800feb81061475f>::operator()() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\assetregistry\private\assetregistry.cpp:454]
UE4Editor_AssetRegistry!FAssetRegistry::GetAssets() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\assetregistry\private\assetregistry.cpp:523]
UE4Editor_AssetRegistry!FAssetRegistry::GetAssetsByPackageName() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\assetregistry\private\assetregistry.cpp:352]
UE4Editor_PlasticSourceControl!FPlasticCopyWorker::Execute() [c:\users\sebas\workspace\ue4plasticplugindev\plugins\ue4plasticplugin\source\plasticsourcecontrol\private\plasticsourcecontroloperations.cpp:511]
UE4Editor_PlasticSourceControl!FPlasticSourceControlCommand::DoThreadedWork() [c:\users\sebas\workspace\ue4plasticplugindev\plugins\ue4plasticplugin\source\plasticsourcecontrol\private\plasticsourcecontrolcommand.cpp:44]
UE4Editor_Core!FQueuedThread::Run() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\hal\threadingbase.cpp:442]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
@SRombauts SRombauts added the bug label Jul 7, 2017
@SRombauts SRombauts self-assigned this Jul 7, 2017
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SRombauts commented Jul 7, 2017

The "Rename" operation (F2) does not crash

SRombauts added a commit that referenced this issue Jul 9, 2017
…pty Level

Use AsyncTask to call AssetRegistry GetAssetsByPackageName') on Game Thread
SRombautsU added a commit that referenced this issue Jun 27, 2022
Add a setting to bypass checkout and let the user directly modify the assets
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