Crash when using ParallelAnimUpdate

Unhandled Exception: EXCEPTION_STACK_OVERFLOW

Game.exe!__chkstk() [d:\agent_work\1\s\src\vctools\crt\vcstartup\src\misc\amd64\chkstk.asm:109]
Game.exe!ProcessScriptFunction() []
Game.exe!ProcessLocalFunction() []
Game.exe!ProcessLocalScriptFunction() []
Game.exe!UObject::ProcessInternal() []
Game.exe!UFunction::Invoke() []
Game.exe!UObject::ProcessEvent() []
Game.exe!FExposedValueHandler::Execute() []
Game.exe!FAnimNode_BlendListBase::Update_AnyThread() []
Game.exe!FPoseLinkBase::Update() []
Game.exe!FAnimInstanceProxy::UpdateAnimationNode() []
Game.exe!FAnimInstanceProxy::UpdateAnimation() []
Game.exe!USkeletalMeshComponent::PerformAnimationProcessing() []
Game.exe!USkeletalMeshComponent::ParallelAnimationEvaluation() []
Game.exe!FParallelAnimationEvaluationTask::DoTask() []
Game.exe!TGraphTask::ExecuteTask() []
Game.exe!FTaskThreadAnyThread::ProcessTasks() []
Game.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() []
Game.exe!FTaskThreadAnyThread::Run() []
Game.exe!FRunnableThreadWin::Run() []
Game.exe!FRunnableThreadWin::GuardedRun() []

It can be fixed to set the StackSize to 1024*1024 when calling FRunnableThread::Create.

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks