Creating a premature exit "handler" for an async task

So I have been trying to work on an async function (an FAutoDeleteAsyncTask). I followed the guide on async tasks here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums and exposed it to blueprints (with a success/fail delegate) using some source code adapted from the engine. If I make sure the task completes before I close down the editor, I get no breakpoints or errors, however, if I don’t have the task complete before the editor closes. I get a breakpoint.

An excerpt from call stack:

[2017.05.18-16.07.49:662][571]LogDirectoryWatcher: A directory notification for 'C:/XXX/Documents/Unreal Projects/OpenSSL0/Content/' was aborted.
[2017.05.18-16.07.49:672][571]LogExit: Editor shut down
[2017.05.18-16.07.49:673][571]LogExit: Transaction tracking system shut down
[2017.05.18-16.07.49:710][571]LogObj: Freed 0b from 0 cluster array pools.
[2017.05.18-16.07.49:710][571]LogExit: Object subsystem successfully closed.
Assertion failed: IsValidIndex(Index) && ChunkIndex < NumChunks && Index < MaxTotalElements [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\UObject/NameTypes.h] [Line: 354] 

With this being equal to the following:

+        this    0x000001d7da197b88 {MyInput={...} Socket=0x000001d7ed5dbbf0 (Name=0x000001d7870b2ca8 "Socket"_2) }    FSocketRecieveTask *

Which tells me my task (FSocketRecieveTask) is causing the error. I was unable to find any information on the topic, so I hope someone here can help me :slight_smile: Thanks in advance!

Sorry to bump, but I’ve still been unable to find a solution :frowning:

Bumping again, still having this issue, still unable to fix it. Please tell me someone atleast has a tip on how to fix this?! (sorry, bugs tend to drive you crazy when you’re unable to fix them and you’ve been having them for nearly 3 months)

I would also like to know this… Looked everywhere however FAsyncTask Cancel fails for me completely…