Assert in packaged development build 4.14.3 - IsInGameThread(), particle component, pausing
We get a consistent crash whenever we try to pause the game (UGameplayStatics::SetGamePaused), but only in a packaged build. It's an oculus VR game.
The assert is in ParticleComponents.cpp line 4869 check(IsInGameThread()) The callstack shows the parent that it's in UParticleSystemComponent::SendRenderTransform_Concurrent.
This only happens when the game is paused, and none of the particle components are TickWhenPaused (mentioned in a previous bug).
Any ideas on how to track this down?
What is the right way to upload the project? It uses sample content so it's 2.5gb ><.
I did figure out what the problem was anyways- the blueprint that called SceneCapture2D->CaptureScene() was set to tick in the Physics tick in our project (and I copied it to the sample project). As soon as I moved it back to prephysics all worked properly.
answered Feb 22 '17 at 12:08 AM
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