Relevant stack trace:
FEventWin::Wait
GameThreadWaitForTask (in RenderingThread.cpp)
FRenderCommandFence::Wait(bool)
FlushRenderingCommands()
UTexture::ReleaseResource()
UTexture::UpdateResource()
UObject::SetLinker(FLinkerLoad * LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
FLinkerLoad::FindExistingExport(int ExportIndex)
FLinkerLoad::FindExistingExport(int ExportIndex)
FLinkerLoad::FindExistingExports()
FLinkerLoad::Tick(float InTimeLimit, bool bInUseTimeLimit, bool bInUseFullTimeLimit)