Hello,
we are currently experimenting with Mover and UAF and are running into issues related to its debugging functionality. We have a pawn that is using mover and a UAF System. In the UAF System we are using a “Generate Trajectory from Mover” node to generate the trajectory. This works fine and as expected but it seems to collide with the FGameplayDebuggerCategory_Mover trying to draw the Trajectory aswell.
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When we play the game in PIE and open the GDT with this pawn active, a check triggers in URollbackBlackboard::BeginPredictionFrame. The trajectory prediction is called twice at the same time, once on the GameThread due to the GDT and once on a background worker due to UAF.
This causes the following check to fail because the InPredictionThreadId doesn’t match anymore when either one of the system already started a prediction:
check(!bIsPredictionInProgress || InPredictionThreadId == FPlatformTLS::GetCurrentThreadId());
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Is this a known issue and do you have any insights in how we could fix this issue?
Thanks!
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