Description
[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] 
Steps to Reproduce

The client have provide callstack and we need to found repro step for it from the callstack.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-179860 in the post.

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Fixed
ComponentUE - Editor - Content Pipeline - Asset Build
Affects Versions5.1
Target Fix5.3
Fix Commit25238903
Main Commit25238903
CreatedMar 10, 2023
ResolvedMay 1, 2023
UpdatedJun 28, 2023