Question regarding Crash only in Development build in UE 5.4

We recently updated our project to UE 5.4 and when I make a development build, I crash when I load to a new map.

Below is the crash log:

[2024.06.22-08.18.47:454][569]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2024.06.22-08.18.48:454][569]LogThreadingWindows: Error: Runnable thread FAsyncLoadingThread crashed.
[2024.06.22-08.18.48:454][569]LogWindows: Error: === Critical error: ===
[2024.06.22-08.18.48:454][569]LogWindows: Error:
[2024.06.22-08.18.48:454][569]LogWindows: Error: Assertion failed: IsInGameThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\StrongObjectPtr.h] [Line: 27]
[2024.06.22-08.18.48:454][569]LogWindows: Error: TStrongObjectPtr can only be created on the game thread otherwise it may introduce threading issues with Grbage Collector
[2024.06.22-08.18.48:454][569]LogWindows: Error:
[2024.06.22-08.18.48:454][569]LogWindows: Error:
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff63ba1c8d9 ProjectAnt.exe!FMaterialPSORequestManager::PrecachePSOs()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff63b57343b ProjectAnt.exe!FMaterial::CollectPSOs()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff63b523e3a ProjectAnt.exe!UMaterialInstance::PrecachePSOs()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff63ae43f12 ProjectAnt.exe!UDecalComponent::PrecachePSOs()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff6359b24bc ProjectAnt.exe!UObject::ConditionalPostLoad()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff63579b92d ProjectAnt.exe!FAsyncPackage2::Event_PostLoadExportBundle()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff63579d0f3 ProjectAnt.exe!FEventLoadNode2::Execute()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff6357aacef ProjectAnt.exe!FAsyncLoadEventQueue2::PopAndExecute()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff6357b728e ProjectAnt.exe!FAsyncLoadingThread2::Run()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff635405d08 ProjectAnt.exe!FRunnableThreadWin::Run()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007ff6353f9857 ProjectAnt.exe!FRunnableThreadWin::GuardedRun()
[2024.06.22-08.18.48:454][569]LogWindows: Error: [Callstack] 0x00007fffd5f87344 KERNEL32.DLL!UnknownFunction
[2024.06.22-08.18.48:454][569]LogWindows: Error:
[2024.06.22-08.18.48:454][569]LogWindows: Error: Crash in runnable thread FAsyncLoadingThread
[2024.06.22-08.18.48:457][569]LogExit: Executing StaticShutdownAfterError

This crash doesn’t happen on a shipping build and the game works just fine.
Can someone help me out with understanding the issue here ?

Thanks

We have the same error after migrating to 5.4.2, did you manage to find a solution?

Same here, please anyone share a fix if you find one :heart:

Ok I fixed it on my side.
It’s not super clear but I ran the game in debug mode and catched the crash. In the debug context I saw this was cause by a decal material being loaded in memory.

I discovered the error came when an actor class referencing this decal was stored in a config file. I don’t really know why but I guess it tried to load it in memory at a bad moment.
I just removed the reference and it’s fixed.

Maybe this got fixed in the recent 5.4.3 patch.

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Same issue here on 5.4.4. Only development builds crash when loading into a map, shipping builds were fine. In our case it was also a decal component attached to a base enemy class. Most of the enemies inheriting were just fine, but one started crashing builds. Deleting the decal component in blueprint and readding it in c++ fixed it. I would have never thought to suspect the decal in the enemy if it weren’t for this post. Like I said, we had many types of enemies inheriting the same base class and most were just fine.

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Unreal Engine Issues and Bug Tracker (UE-222366) fixed in 5.5

GitHub: https://github.com/EpicGames/UnrealEngine/commit/61410d3c0e07b7be064bdc4cbb84413c562e7e29

Same thing happened to us, we are developing in 5.4.4.

It turned out to be crashing in two of our Blueprint Actors, and both cases where related to the actors DecalComponent.

First we solved by removing the decal component from the Actor as it was a remnant of a prototype and not actually needed.

Second was a decal material from a plugin, and we fixed it by copying the material with all of it’s dependencies (advanced copy in editor) to the same folder as the Blueprint was.