UE5 Crashes in Editor, LockFreeFixedSizeAllocator.h line 88

Hello everyone. I get the following crash in editor after or before playing in the editor. I’m guessing the crash is related to the memory allocation or garbage collection but have no idea what causes it. I checked the code at the line 88, it’s below the crash report. Appreciate any help, cheers.

I think I found the issue. When I add the “Local Height Fog” and “Directional Light” to the map the engine crashes after some time. Both work without issue alone, but when they are in the map at the same time it crashes.

I use Unreal Engine 5.3.2

Assertion failed: TLS.NumPartial >= 0 && ((!!TLS.NumPartial) == (!!TLS.PartialBundle)) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\LockFreeFixedSizeAllocator.h] [Line: 88]

UnrealEditor_Engine!TGraphTask<FParallelAnimationCompletionTask>::CreateTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1212]
UnrealEditor_Engine!USkeletalMeshComponent::DispatchParallelEvaluationTasks() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2487]
UnrealEditor_Engine!USkeletalMeshComponent::DispatchParallelTickPose() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2550]
UnrealEditor_Engine!USkinnedMeshComponent::TickComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkinnedMeshComponent.cpp:1388]
UnrealEditor_Engine!USkeletalMeshComponent::TickComponent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1596]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTickHelper<`FActorComponentTickFunction::ExecuteTick'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h:4490]
UnrealEditor_Engine!FActorComponentTickFunction::ExecuteTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1088]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:278]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2125]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:556]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1583]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:771]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1515]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1924]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:531]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5825]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

//
NumUsed.Increment();
NumFree.Decrement();
void* Result = (void*)TLS.PartialBundle;
TLS.PartialBundle = (void**)*TLS.PartialBundle;
TLS.NumPartial–;
check(TLS.NumPartial >= 0 && ((!!TLS.NumPartial) == (!!TLS.PartialBundle)));
return Result;
//
1 Like

Ran into this problem today, also using Ue 5_3_2
Spent the whole day looking for the cause, the culprit was LOCAL HEIGHT FOG, after it was removed from the map, the crashes stopped at once.

Greetings @Equitatus_1

As Feas had mentioned based on that error, I would start with the local height fog and go from there. I hope that resolves the problem! If you continue having trouble post back here. I’ll monitor the thread. Thanks!

1 Like

Actually, I have already wrote that on the thread at the day I posted it. Thanks though.

1 Like

I’m running into the same thing–anywhere to report a bug?