Ok [mention removed] ,
I ran it again, let it get stuck and added a static bool:
static int fixStuck = 0;
while (InComponent->IsGenerating())
{
// HEAT: Maybe fix getting stuck
if (fixStuck > 0)
{
FAssetCompilingManager::Get().FinishAllCompilation();
}
FWorldPartitionHelpers::FakeEngineTick(InWorld);
}
and than *changed* the fixStuck to 1 for a *SINGLE* execution of the FAssetCompilingManager::Get().FinishAllCOmpilation().
And I made all of the implementation of them debug mode:
+ [0] 0x00007ffb8958b848 {UnrealEditor-Engine.dll!FTextureCompilingManager Singleton} {CurrentPostCompilationDDCKey=…} IAssetCompilingManager * {FTextureCompilingManager}
+ [1] 0x00007ffb8958b4c0 {UnrealEditor-Engine.dll!FSoundWaveCompilingManager Singleton} {bHasShutdown=false …} IAssetCompilingManager * {FSoundWaveCompilingManager}
+ [2] 0x00007ffb893f4400 {UnrealEditor-Engine.dll!UE::Anim::FAnimSequenceCompilingManager Singleton} {RegisteredAnimSequences=…} IAssetCompilingManager * {UE::Anim::FAnimSequenceCompilingManager}
+ [3] 0x00000216b395fa00 {bCompilingDuringGame=true ShaderMapJobs=Empty NumExternalJobs=0 …} IAssetCompilingManager * {FShaderCompilingManager}
+ [4] 0x00007ffb893f4f00 {UnrealEditor-Engine.dll!FAnimBankCompilingManager Singleton} {bHasShutdown=false …} IAssetCompilingManager * {FAnimBankCompilingManager}
+ [5] 0x00007ffb8958b670 {UnrealEditor-Engine.dll!FStaticMeshCompilingManager Singleton} {bHasShutdown=false …} IAssetCompilingManager * {FStaticMeshCompilingManager}
+ [6] 0x00007ffb8958b390 {UnrealEditor-Engine.dll!FSkinnedAssetCompilingManager Singleton} {bHasShutdown=false …} IAssetCompilingManager * {FSkinnedAssetCompilingManager}
+ [7] 0x00000219a6a15ab0 {UnrealEditor-NiagaraEditor.dll!FNiagaraSystemCompilingManager Singleton} {NiagaraShaderType=…} IAssetCompilingManager * {UnrealEditor-NiagaraEditor.dll!FNiagaraSystemCompilingManager}
+ [8] 0x00007ffb8958a308 {UnrealEditor-Engine.dll!FActorDeferredScriptManager Singleton} {PendingConstructionScriptActors=…} IAssetCompilingManager * {FActorDeferredScriptManager}
+ [9] 0x000002167d8dbf40 {ThreadPool=Ptr=0x00000216b3b0f600 {Lock={CriticalSection={Opaque1=0x00000216b3b0f608 {0xffffffffffffffff} Opaque2=0x00000216b3b0f610 {…} …} } …} …} IAssetCompilingManager * {FDistanceFieldAsyncQueue}
+ [10] 0x00007ffb68ed0950 {UnrealEditor-HairStrandsCore.dll!FGroomBindingCompilingManager Singleton} {bHasShutdown=…} IAssetCompilingManager * {UnrealEditor-HairStrandsCore.dll!FGroomBindingCompilingManager}
+ [11] 0x000002167d8dab40 {ThreadPool=Ptr=0x00000216b45f0180 {Lock={CriticalSection={Opaque1=0x00000216b45f0188 {0xffffffffffffffff} Opaque2=0x00000216b45f0190 {…} …} } …} …} IAssetCompilingManager * {FCardRepresentationAsyncQueue}
+ [Raw View] {AllocatorInstance={Data=0x00000216660c4d40 {…} } ArrayNum=12 ArrayMax=22 } TArray<IAssetCompilingManager *,TSizedDefaultAllocator<32>>
So these are all of the asset compiling managers that are running.
Now I stepped through each asset manager and there was:
16: Textures:
1 animation
13 static meshes
55 niagara particle emitters
The fact a *single run of this* got it out of stucked mode in 5.6, at least to me implies that one of these assets arent finished compiling.
Any thoughts?
I have uploaded a file with a full list of the assets as well