crash when clients connect to a second dedicated server

Hello everyone, I have a lobby server to which the players connect, when there are enough players, then the lobby server starts the game server through FPlatformProcess :: CreateProс I receive from the game server through the TCP protocol IP and PORT and connect the players to the client, everything is fine here , but it is worth starting 2 game server, then everything will crash, I suspect that the server needs to be started in multi-threaded mode, If so, tell me how to do it pls, when it crashes, it shows me the function


void AnyThreadTask()
{
RenderSystem.FetchHeightmapLODBiases();
}

Also here is the log


[2020.07.20-14.58.26:438][804]LogNet: Welcomed by server (Level: /Game/Maps/TestLevel, Game: /Game/ThirdPersonCPP/Blueprints/GameRules/BP_GameMode.BP_GameMode_C)
[2020.07.20-14.58.26:438][804]LogLoad: LoadMap: 127.0.0.1:7779//Game/Maps/TestLevel?game=/Game/ThirdPersonCPP/Blueprints/GameRules/BP_GameMode.BP_GameMode_C
[2020.07.20-14.58.26:438][804]LogWorld: BeginTearingDown for /Game/Maps/Lobby
[2020.07.20-14.58.26:438][804]LogWorld: UWorld::CleanupWorld for Lobby, bSessionEnded=true, bCleanupResources=true
[2020.07.20-14.58.26:438][804]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2020.07.20-14.58.26:488][804]LogAISub: UAISubsystem::~UAISubsystem AIPerceptionSystem (000001ADD42CE200), frame # 2804
[2020.07.20-14.58.26:488][804]LogAISub: UAISubsystem::~UAISubsystem EnvQueryManager (000001AD98858200), frame # 2804
[2020.07.20-14.58.26:489][804]LogUObjectHash: Compacting FUObjectHashTables data took 0.89ms
[2020.07.20-14.58.26:511][804]LogAIModule: Creating AISystem for world TestLevel
[2020.07.20-14.58.26:511][804]LogAISub: UAISubsystem::UAISubsystem EnvQueryManager (000001AE00717E00), frame # 2804
[2020.07.20-14.58.26:511][804]LogAISub: UAISubsystem::UAISubsystem AIPerceptionSystem (000001ADCE78A700), frame # 2804
[2020.07.20-14.58.26:513][804]LogWorld: Bringing World /Game/Maps/TestLevel.TestLevel up for play (max tick rate 0) at 2020.07.20-17.58.26
[2020.07.20-14.58.26:513][804]LogWorld: Bringing up level for play took: 0.001225
[2020.07.20-14.58.26:513][804]LogLoad: Took 0.076224 seconds to LoadMap(/Game/Maps/TestLevel)
[2020.07.20-14.58.26:514][804]LogNet: Welcomed by server (Level: /Game/Maps/TestLevel, Game: /Game/ThirdPersonCPP/Blueprints/GameRules/BP_GameMode.BP_GameMode_C)
[2020.07.20-14.58.26:514][804]LogLoad: LoadMap: 127.0.0.1:7779//Game/Maps/TestLevel?game=/Game/ThirdPersonCPP/Blueprints/GameRules/BP_GameMode.BP_GameMode_C
[2020.07.20-14.58.26:514][804]LogWorld: BeginTearingDown for /Game/Maps/UEDPIE_1_Lobby
[2020.07.20-14.58.26:514][804]LogWorld: UWorld::CleanupWorld for Lobby, bSessionEnded=true, bCleanupResources=true
[2020.07.20-14.58.26:514][804]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated


Hi! Sorry, were you able to solve this problem?
I have a similar problem. I assembled the engine from source code for compilation in HTML5, but multithreading is prohibited there. Maybe you know how to solve this problem?