In engine 5.6, when I play in editor my game containing mutable actors, the official mutable sample, as well as open a customizable object asset, I get assert
Called Cancel() on a request owner while the calling thread holds a FRequestBarrier for it.
There was no problem in engine 5.5. What should I update to fix it in 5.6? And why doesn’t the mutable sample get a update for 5.6? I thought there’s improvements for mutable in 5.6.
Hey there, If you could share the callstack or logs or anything that could be helpful. Testing locally, I’m not seeing this an asserts with default 5.6 and the current Mutable Sample. Do you have any engine edits or custom assets in your test sample project?
For the Mutable Sample, we haven’t updated it with the 5.6 version yet, but we will soon. There have been improvements to Mutable, but you would have gotten those improvements when downloading 5.6
My engine is built from source and doesn’t have any modification except adding argument -ddc=NoZenLocalFallback, because Zen has problem in my network. The sample project isn’t modified either.
I run with Debug Editor config from Visual Studio so I catch the assert. No problem is actually noticed if I just run the binary. So it’s not a blocking issue.
I find it quite random. It seems to happen more when mutable compiling and I do some operation at the same time, such as click the the customizable skeletal component in blueprint, open a cusomizable object… Here is a screenshot of the call stack and a full log when it happens. (I hit continue a couple of times and got same assert).
Looks like a random multi-threading issue? Let me know if you need anymore information, or any debugging locally if you point me where to look at.
Thanks a lot,
Glad to hear that a new update it’s coming!