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[Closed] Assertion failed: IsThreadSafeForSlateRendering()

Editor constantly crashes on me (haven't managed to survive even for five minutes) with same assertion:

 Assertion failed: IsThreadSafeForSlateRendering() [File:Runtime/SlateCore/Public/Application/SlateApplicationBase.h] [Line: 306] 
 
 
 Program received signal SIGTRAP, Trace/breakpoint trap.
 [Switching to Thread 0x7fffcf44c700 (LWP 25194)]
 0x00007ffff7bce4eb in raise () from /lib64/libpthread.so.0
 (gdb) bt
 #0  0x00007ffff7bce4eb in raise () from /lib64/libpthread.so.0
 #1  0x00007ffff723bc20 in DebugBreak () at Runtime/Core/Public/Linux/LinuxPlatformMisc.h:32
 #2  StaticFailDebug (Error=<optimized out>, File=<optimized out>, Line=<optimized out>, Description=<optimized out>, bIsEnsure=<optimized out>)
     at /home/irina/marat/unreal/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:190
 #3  0x00007ffff7227b70 in FDebug::AssertFailed (Expr=<optimized out>, File=0x7ffff1133662 "Runtime/SlateCore/Public/Application/SlateApplicationBase.h", Line=306, Format=0x7ffff1133f6c L"")
     at /home/irina/marat/unreal/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:223
 #4  0x00007ffff1055928 in Get () at Runtime/SlateCore/Public/Application/SlateApplicationBase.h:306
 #5  SWindow::GetCurrentWindowZone (this=0x19e97000, LocalMousePosition=...) at /home/irina/marat/unreal/Engine/Source/Runtime/SlateCore/Private/Widgets/SWindow.cpp:1701
 #6  0x00007ffff1557c59 in FSlateApplication::GetWindowZoneForPoint (this=<optimized out>, PlatformWindow=..., X=177, Y=53)
     at /home/irina/marat/unreal/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:4969
 #7  0x00007ffff719bf39 in FLinuxApplication::WindowHitTest (this=<optimized out>, Window=..., x=177, y=53) at /home/irina/marat/unreal/Engine/Source/Runtime/Core/Private/Linux/LinuxApplication.cpp:755
 #8  0x00007ffff71b674f in FLinuxWindow::HitTest (SDLwin=<optimized out>, point=0x7fffcf44b220, data=0x1918dcc0) at /home/irina/marat/unreal/Engine/Source/Runtime/Core/Private/Linux/LinuxWindow.cpp:148
 #9  0x00007ffff743b111 in ProcessHitTest (xev=0x7fffcf44b0b0, data=0x3b80920, _this=0x969010) at /home/rcl/build/2014-12005/SDL-gui-backend/src/video/x11/SDL_x11events.c:374
 #10 X11_DispatchEvent (_this=0x969010) at /home/rcl/build/2014-12005/SDL-gui-backend/src/video/x11/SDL_x11events.c:867
 #11 0x00007ffff743bb08 in X11_PumpEvents (_this=0x969010) at /home/rcl/build/2014-12005/SDL-gui-backend/src/video/x11/SDL_x11events.c:1173
 #12 0x00007ffff73ec69c in SDL_PumpEvents_REAL () at /home/rcl/build/2014-12005/SDL-gui-backend/src/events/SDL_events.c:402
 #13 SDL_WaitEventTimeout_REAL (event=0x7fffcf44b458, timeout=0) at /home/rcl/build/2014-12005/SDL-gui-backend/src/events/SDL_events.c:435
 #14 0x00007ffff71b52dd in StartSplashScreenThread (ptr=<optimized out>) at /home/irina/marat/unreal/Engine/Source/Runtime/Core/Private/Linux/LinuxPlatformSplash.cpp:727
 #15 0x00007ffff7414f9b in SDL_RunThread (data=0xe44fd0) at /home/rcl/build/2014-12005/SDL-gui-backend/src/thread/SDL_thread.c:282
 #16 0x00007ffff743fdb9 in RunThread (data=<optimized out>) at /home/rcl/build/2014-12005/SDL-gui-backend/src/thread/pthread/SDL_systhread.c:72
 #17 0x00007ffff7bc62ba in start_thread () from /lib64/libpthread.so.0
 #18 0x00007fffecc3e32d in clone () from /lib64/libc.so.6

As I understand, this is caused by the fact that splash screen doesn't destroy itself after main editor window is closed. And yes, I see splash screen still visible all the time editor is working.

This both happens on master and 4.7 branch. I also want to mention that this problem doesn't occur on 4.6 branch, so it is a regression somewhere between 4.6 and 4.7.

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asked Dec 12 '14 at 09:34 PM in Linux

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Slonopotamus
195 7 12 15

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The question has been closed Dec 17 '14 at 11:28 PM by amigo for the following reason:

The question is answered, right answer was accepted


2 answers: sort voted first

This has now been resolved by @rcl with the following commit in the master: https://github.com/EpicGames/UnrealEngine/commit/486327e4bb3f8c81ef9f03daa7c1a403f6267913

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answered Dec 17 '14 at 11:28 PM

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amigo
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avatar image demented_hedgehog Dec 18 '14 at 02:49 AM

Which would be nice except the master doesn't compile on linux.

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UE4Editor takes a -nosplash cmd line argument.. Try that as a work around?

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answered Dec 15 '14 at 04:39 AM

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demented_hedgehog
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avatar image demented_hedgehog Dec 15 '14 at 04:45 AM

hmm either it's taking an awfully long time to start up or -nosplash turns off the enitre UI.

avatar image underdoeg Dec 16 '14 at 11:05 AM

Yes, I have the same problem and -nosplash seems to skip the gui...

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