From e8467067c0865c7feeec00df8300f4aea50dfd43 Mon Sep 17 00:00:00 2001 From: bob tellez Date: Mon, 24 Jul 2023 23:29:42 -0400 Subject: [PATCH] [Backout] - CL26554475 [FYI] Vritvij.Kadam Original CL Desc ----------------------------------------------------------------- Adding an ensure to validate that UFortGameplayCueManager::OnGameplayTagLoadedDelegate is only broadcast on the gamethread #rb Justin.Moe [CL 26565649 by bob tellez in ue5-main branch] --- .../Runtime/GameplayTags/Private/GameplayTagsManager.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/Engine/Source/Runtime/GameplayTags/Private/GameplayTagsManager.cpp b/Engine/Source/Runtime/GameplayTags/Private/GameplayTagsManager.cpp index d286006246a4..3e8ccc4ec027 100644 --- a/Engine/Source/Runtime/GameplayTags/Private/GameplayTagsManager.cpp +++ b/Engine/Source/Runtime/GameplayTags/Private/GameplayTagsManager.cpp @@ -796,7 +796,6 @@ void UGameplayTagsManager::GameplayTagContainerLoaded(FGameplayTagContainer& Con if (OnGameplayTagLoadedDelegate.IsBound()) { - ensure(IsInGameThread()); for (const FGameplayTag& Tag : Container) { OnGameplayTagLoadedDelegate.Broadcast(Tag); @@ -808,7 +807,6 @@ void UGameplayTagsManager::SingleGameplayTagLoaded(FGameplayTag& Tag, FProperty* { RedirectSingleGameplayTag(Tag, SerializingProperty); - ensure(IsInGameThread()); OnGameplayTagLoadedDelegate.Broadcast(Tag); } @@ -946,7 +944,6 @@ bool UGameplayTagsManager::ImportSingleGameplayTag(FGameplayTag& Tag, FName Impo if (bRetVal) { - ensure(IsInGameThread()); OnGameplayTagLoadedDelegate.Broadcast(Tag); } else