[External Code] UnrealEditor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1515 C++ UnrealEditor-Engine.dll!FAsyncTaskBase::WaitCompletionWithTimeout(float TimeLimitSeconds) Line 524 C++ UnrealEditor-Engine.dll!AsyncCompilationHelpers::FinishCompilation(TFunctionRef<AsyncCompilationHelpers::ICompilable & __cdecl(int)> Getter, int Num, const FText & AssetType, const FLogCategoryBase & LogCategory, TFunctionRef<void __cdecl(AsyncCompilationHelpers::ICompilable *)> PostCompileSingle) Line 152 C++ UnrealEditor-Engine.dll!FSkinnedAssetCompilingManager::FinishCompilation(TArrayView<USkinnedAsset * const,int> InSkinnedAssets) Line 340 C++ UnrealEditor-Engine.dll!USkinnedAsset::WaitUntilAsyncPropertyReleasedInternal(unsigned __int64 AsyncProperties, ESkinnedAssetAsyncPropertyLockType LockType) Line 207 C++ > UnrealEditor-Engine.dll!USkeletalMesh::GetPhysicsAsset() Line 1410 C++ UnrealEditor-Engine.dll!USkinnedMeshComponent::GetPhysicsAsset() Line 1536 C++ UnrealEditor-Engine.dll!USkeletalMeshComponent::GetBodyInstance(FName BoneName, bool __formal, int __formal) Line 1775 C++ UnrealEditor-Engine.dll!UPrimitiveComponent::UnWeldFromParent() Line 732 C++ UnrealEditor-Engine.dll!USceneComponent::DetachFromComponent(const FDetachmentTransformRules & DetachmentRules) Line 2296 C++ UnrealEditor-Engine.dll!USceneComponent::OnComponentDestroyed(bool bDestroyingHierarchy) Line 1297 C++ UnrealEditor-Engine.dll!UActorComponent::BeginDestroy() Line 740 C++ UnrealEditor-Engine.dll!UPrimitiveComponent::BeginDestroy() Line 1501 C++ UnrealEditor-Engine.dll!USkinnedMeshComponent::BeginDestroy() Line 3887 C++ UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() Line 1060 C++ UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects(bool bUseTimeLimit, double TimeLimit) Line 3143 C++ UnrealEditor-CoreUObject.dll!CollectGarbageInternal(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 2934 C++ UnrealEditor-CoreUObject.dll!CollectGarbage(EObjectFlags KeepFlags, bool bPerformFullPurge) Line 3198 C++ UnrealEditor-DataValidation.dll!UEditorValidatorSubsystem::ValidateAssetsWithSettings(const TArray<FAssetData,TSizedDefaultAllocator<32>> & AssetDataList, const FValidateAssetsSettings & InSettings, FValidateAssetsResults & OutResults) Line 296 C++ UnrealEditor-ArkansasEditor.dll!UOwEditorValidatorSubsystem::ValidateAssetsWithSettings(const TArray<FAssetData,TSizedDefaultAllocator<32>> & AssetDataList, const FValidateAssetsSettings & InSettings, FValidateAssetsResults & OutResults) Line 169 C++ UnrealEditor-ArkansasEditor.dll!UOwDataValidationCommandlet::ValidateData() Line 61 C++ UnrealEditor-ArkansasEditor.dll!UOwDataValidationCommandlet::Main(const FString & FullCommandLine) Line 26 C++ UnrealEditor.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 3748 C++ [Inline Frame] UnrealEditor.exe!FEngineLoop::PreInit(const wchar_t *) Line 3979 C++ [Inline Frame] UnrealEditor.exe!EnginePreInit(const wchar_t *) Line 46 C++ UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 154 C++ UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 249 C++ UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++ [External Code]
[External Code] > UnrealEditor-Core.dll!FEventWin::Wait(unsigned int WaitTime, const bool bIgnoreThreadIdleStats) Line 1515 C++ [Inline Frame] UnrealEditor-CoreUObject.dll!FGCCSyncObject::LockAsync() Line 59 C++ UnrealEditor-CoreUObject.dll!FGCScopeGuard::FGCScopeGuard() Line 239 C++ UnrealEditor-Engine.dll!FFinishBuildMorphTargetData::ApplyEditorData(USkeletalMesh * SkeletalMesh, bool bIsSerializeSaving) Line 238 C++ UnrealEditor-Engine.dll!FSkeletalMeshRenderData::Cache(const ITargetPlatform * TargetPlatform, USkinnedAsset * Owner, FSkinnedAssetCompilationContext * ContextPtr) Line 325 C++ UnrealEditor-Engine.dll!USkeletalMesh::CacheDerivedData(FSkinnedAssetCompilationContext * ContextPtr) Line 4330 C++ UnrealEditor-Engine.dll!USkeletalMesh::ExecutePostLoadInternal(FSkinnedAssetPostLoadContext & Context) Line 3200 C++ UnrealEditor-Engine.dll!FSkinnedAssetAsyncBuildWorker::DoWork() Line 42 C++ UnrealEditor-Engine.dll!FAsyncTaskBase::DoWork() Line 304 C++ UnrealEditor-Engine.dll!FAsyncTaskBase::DoThreadedWork() Line 328 C++ UnrealEditor-Core.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 128 C++ UnrealEditor-Core.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 128 C++ [Inline Frame] UnrealEditor-Core.dll!FQueuedLowLevelThreadPool::AddQueuedWork::__l2::<lambda_9ed0233657edd7a72d2d0baa6df6647d>::operator()() Line 467 C++ UnrealEditor-Core.dll!LowLevelTasks::FTask::Init::__l15::<lambda>(const bool bNotCanceled) Line 504 C++ [Inline Frame] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FTask::Init::__l15::LowLevelTasks::FTask * <lambda>(const bool) &) Line 47 C++ [Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask * <lambda>(const bool),0>::Call(void *) Line 162 C++ UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask * <lambda>(const bool),0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Line 171 C++ [Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Line 308 C++ UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Line 656 C++ UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * & InOutTask) Line 162 C++ UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork, bool bDisableThrottleStealing) Line 361 C++ UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * ExternalWorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Line 402 C++ [Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_0a548c7e497de3cc77a9e48080e1524f>::operator()() Line 90 C++ [Inline Frame] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_0a548c7e497de3cc77a9e48080e1524f> &) Line 47 C++ UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call(void * Obj) Line 475 C++ [Inline Frame] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 602 C++ UnrealEditor-Core.dll!FThreadImpl::Run() Line 67 C++ UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149 C++ UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++ [External Code]
The client have provide callstack and we need to found repro step for it from the callstack.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-179860 in the post.
0 |
Component | UE - Editor - Content Pipeline - Asset Build |
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Affects Versions | 5.1 |
Target Fix | 5.3 |
Created | Mar 10, 2023 |
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Resolved | May 1, 2023 |
Updated | Jun 28, 2023 |