I migrate my project to Unreal 5.2 today, when I play in standalone mode, the program crashed due to assertion failed. It says package and object can not be only load from gamethread. But the function called was LoadSynchronous().
I try to reproduce it in a new project but I failed.
Can someone help me or give me a workaround methos? Here are the crash report:
LoginId:f777312e4e84f04ce0175489724f0a55
EpicAccountId:b774b9417555447e9f02e69a5d3747ef
Assertion failed: IsInGameThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 1549] Unable to load /Game/CosmoBunnyGirl/Mesh/IKRig_BunnyGirl. Objects and Packages can only be loaded from the game thread.
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1549]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1958]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1931]
UnrealEditor_CoreUObject!ResolveName() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1184]
UnrealEditor_CoreUObject!StaticLoadObjectInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1268]
UnrealEditor_CoreUObject!StaticLoadObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1346]
UnrealEditor_CoreUObject!FSoftObjectPath::TryLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp:536]
UnrealEditor_IKRig!FSoftObjectPtr::LoadSynchronous() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\SoftObjectPtr.h:56]
UnrealEditor_IKRig!UIKRetargetProcessor::ApplySettingsFromAsset() [D:\build++UE5\Sync\Engine\Plugins\Animation\IKRig\Source\IKRig\Private\Retargeter\IKRetargetProcessor.cpp:2185]
UnrealEditor_IKRig!FAnimNode_RetargetPoseFromMesh::Evaluate_AnyThread() [D:\build++UE5\Sync\Engine\Plugins\Animation\IKRig\Source\IKRig\Private\AnimNodes\AnimNode_RetargetPoseFromMesh.cpp:108]
UnrealEditor_Engine!FPoseLink::Evaluate() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimNodeBase.cpp:396]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimationNode_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1420]
UnrealEditor_Engine!FAnimInstanceProxy::EvaluateAnimation_WithRoot() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstanceProxy.cpp:1341]
UnrealEditor_Engine!UAnimInstance::ParallelEvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:826]
UnrealEditor_Engine!USkeletalMeshComponent::EvaluateAnimation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1982]
UnrealEditor_Engine!USkeletalMeshComponent::PerformAnimationProcessing() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2074]
UnrealEditor_Engine!USkeletalMeshComponent::ParallelAnimationEvaluation() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4017]
UnrealEditor_Engine!FParallelAnimationEvaluationTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:149]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]
UnrealEditor_Core!<lambda_17c904c32264d0348d15245fba0e1bff>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_17c904c32264d0348d15245fba0e1bff>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_be2218a0adc66e92e8734764b1b5dd37>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]