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FTextureCacheDerivedDataWorker::Finalize() has a check(IsInGameThread()); that is asserting when building lighting with lightmass

 void FTextureCacheDerivedDataWorker::Finalize()
     // if we couldn't get from the DDC or didn't build synchronously, then we have to build now. 
     // This is a super edge case that should rarely happen.

If I comment that check() out, everything builds correctly.

From the call stack I had, it seemed that it was making a bunch of threads to encode the textures.

Product Version: UE 4.17
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asked Oct 11 '17 at 09:57 PM in Using UE4

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martin sweitzer
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