This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Assertion failed: CurrentThreadIfKnown == GetCurrentThread() [Link Removed] [Line: 1117]
Source Context:
1106 if (ENamedThreads::GetThreadIndex(CurrentThreadIfKnown) == ENamedThreads::AnyThread)
1107 {
1108 bool bIsHiPri = !!ENamedThreads::GetPriority(CurrentThreadIfKnown);
1109 check(!ENamedThreads::GetQueueIndex(CurrentThreadIfKnown));
1110 CurrentThreadIfKnown = GetCurrentThread();
1111 CurrentThread = bIsHiPri ? ENamedThreads::HiPri(CurrentThreadIfKnown) : CurrentThreadIfKnown;
1112 }
1113 else
1114 {
1115 CurrentThreadIfKnown = ENamedThreads::GetThreadIndex(CurrentThreadIfKnown);
1116 check(CurrentThreadIfKnown == GetCurrentThread());
1117 // we don't modify CurrentThread here because it might be a local queue
1118 }
1119
1120 ***** if (CurrentThreadIfKnown != ENamedThreads::AnyThread && CurrentThreadIfKnown < NumNamedThreads && !IsThreadProcessingTasks(CurrentThread))
1121 {
1122 bool bAnyPending = false;
1123 for (int32 Index = 0; Index < Tasks.Num(); Index++)
1124 {
1125 if (!Tasks[Index]->IsComplete())
1126 {
1127 bAnyPending = true;
1128 break;
1129 }
1130 }
1131 if (!bAnyPending)
1132 {
1133 return;
1134 }
1135 // named thread process tasks while we wait
Most recent user affected CL: 2872498
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
*Issue call stack shares some similarities with * [Link Removed]
CrashReporter User Descriptions:
Unable to determine repro steps based on user descriptions.
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [taskgraph.cpp:1121] UE4Editor_RenderCore!FTaskGraphInterface::WaitUntilTaskCompletes() [taskgraphinterfaces.h:212] UE4Editor_RenderCore!StopRenderingThread() [renderingthread.cpp:646] UE4Editor_RenderCore!FSuspendRenderingThread::FSuspendRenderingThread() [renderingthread.cpp:84] UE4Editor_Engine!FSceneViewport::UpdateViewportRHI() [sceneviewport.cpp:1131] UE4Editor_Engine!FSceneViewport::~FSceneViewport() [sceneviewport.cpp:45] UE4Editor_Engine!FSceneViewport::`vector deleting destructor'() UE4Editor_Engine!UGameEngine::OnGameWindowClosed() [gameengine.cpp:373] UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UGameEngine,void __cdecl() [delegateinstancesimpl_variadics.inl:772] UE4Editor_SlateCore!SWindow::NotifyWindowBeingDestroyed() [swindow.cpp:1114] UE4Editor_Slate!FSlateApplication::PrivateDestroyWindow() [slateapplication.cpp:5339] UE4Editor_Slate!FSlateApplication::DestroyWindowsImmediately() [slateapplication.cpp:2445] UE4Editor_Slate!FSlateApplication::RequestDestroyWindow() [slateapplication.cpp:1939] UE4Editor_SlateCore!SWindow::RequestDestroyWindow() [swindow.cpp:1100] UE4Editor_Slate!FSlateApplication::OnWindowClose() [slateapplication.cpp:5373] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1553] UE4Editor_Core!FWindowsApplication::ProcessDeferredEvents() [windowsapplication.cpp:1746] UE4Editor_Slate!FSlateApplication::Tick() [slateapplication.cpp:1304] UE4Editor_MoviePlayer!FSlateLoadingSynchronizationMechanism::SlateThreadRunMainLoop() [movieplayerthreading.cpp:132] UE4Editor_MoviePlayer!FSlateLoadingThreadTask::Run() [movieplayerthreading.cpp:163] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-29074 in the post.