Sometimes it looks like the game thread can call CheckRenderingThreadHealth() which in turns can call OnOSPaint() which then asserts inside CheckNotBlockedOnRenderThread().
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Sometimes it looks like the game thread can call CheckRenderingThreadHealth() which in turns can call OnOSPaint() which then asserts inside CheckNotBlockedOnRenderThread().
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Steps to Reproduce
Unknown how to reproduce. Some people on our team are hitting this fairly frequently.
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Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into this check for you.
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Hello,
Based on the callstack, this might be related to resizing the window or grabbing the maximized window’s title bar with the mouse and moving it, resizing the window to not be maximized.
Are you able to confirm if these actions are the ones that lead to a crash, or if other actions will do so?
Can you please also test this with a vanilla install of the Editor, if the above actions do lead to a crash?
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I was able to confirm that this crash typically happens when the user is interacting with windows during points of heavy loading and slugging performance.
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Hello,
We have still been unable to reproduce this issue.
Can you please provide more details on the type of heavy load and poor performance are related to the crash?
As a workaround, you might be able to add an early-out recursion guard to “FSlateApplication::OnOSPaint(…)”.
Keep in mind we have not tested this idea. For engine modifications like this, we can offer information about existing functionality, and we leave the details of the implementation to you.
Please let us know if this helps.
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