In 4.25, having textrenderactors in levels causes asserts while loading
One of the task graph threads gets this assert
FMICReentranceGuard(const UMaterialInstance* InMaterial)
{
Material = const_cast<UMaterialInstance*>(InMaterial);
check(IsInRenderingThread() || IsInGameThread() || IsAsyncLoading() || GIsSavingPackage);
For our workaround, we deleted the text renderers in the levels
Here is the full callstack
FMICReentranceGuard::FMICReentranceGuard(const UMaterialInstance * InMaterial) Line 39
UMaterialInstance::GetMaterial() Line 657
FTextRenderSceneProxy::FTextRenderSceneProxy(UTextRenderComponent * Component) Line 660
UTextRenderComponent::CreateSceneProxy() Line 1096
UE4Editor-Renderer-Win64-Debug.dll!FScene::AddPrimitive(UPrimitiveComponent * Primitive) Line 1291
FRegisterComponentContext::Process::__l2::(int Index) Line 92
UE4Function_Private::TFunctionRefCaller(int),void __cdecl(int)>::Call(void * Obj, int & ) Line 549
ParallelForImpl::TParallelForData>::Process(int TasksToSpawn, TSharedRef>,1> & Data, bool bMaster) Line 172
ParallelForImpl::TParallelForTask>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr & MyCompletionGraphEvent) Line 126
TGraphTask>>::ExecuteTask(TArray> & NewTasks, ENamedThreads::Type CurrentThread) Line 849
FTaskThreadAnyThread::ProcessTasks() Line 1039
FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 863
FTaskThreadBase::Run() Line 529
FTaskThreadAnyThread::Run() Line 941
FRunnableThreadWin::Run() Line 84
FRunnableThreadWin::GuardedRun() Line 27
FRunnableThreadWin::_ThreadProc(void * pThis) Line 36
Please advise:
Is this a clear bug that has a good chance of getting fixed soon?
Is there another workaround we should consider?