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?

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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
View Jira Issue