Assertion failed on expression: 'hierarchy.transformChangedMask[index] == 0'

Using Unity 5.6.1p1 (64-bit), this error often occurs in a x64 UWP .net DEBUG build.
Didnt get it in RELEASE or MASTER (cause it’s an assert?). Not sure if it occurs in previous Unity versions aswell.

Assertion failed on expression: 'hierarchy.transformChangedMask[index] == 0'

Callstack:

EmbeddedBreakpoint occurred
Message: xxxx.exe has triggered a breakpoint.

>   UnityPlayer.dll!Transform::ValidateHierarchyRecursive(struct TransformHierarchy &,int &,int &,int,unsigned char *)   Unknown
     UnityPlayer.dll!Transform::ValidateHierarchyRecursive(struct TransformHierarchy &,int &,int &,int,unsigned char *)   Unknown
     UnityPlayer.dll!Transform::ValidateHierarchyRecursive(struct TransformHierarchy &,int &,int &,int,unsigned char *)   Unknown
     UnityPlayer.dll!Transform::ValidateHierarchyRecursive(struct TransformHierarchy &,int &,int &,int,unsigned char *)   Unknown
     UnityPlayer.dll!Transform::ValidateHierarchyRecursive(struct TransformHierarchy &,int &,int &,int,unsigned char *)   Unknown
     UnityPlayer.dll!Transform::ValidateHierarchyRecursive(struct TransformHierarchy &,int &,int &,int,unsigned char *)   Unknown
     UnityPlayer.dll!Transform::ValidateHierarchyRecursive(struct TransformHierarchy &,int &,int &,int,unsigned char *)   Unknown
     UnityPlayer.dll!Transform::ValidateHierarchy(struct TransformHierarchy &)   Unknown
     UnityPlayer.dll!Transform::RemoveFromParent(enum Transform::RemoveFromParentMode)   Unknown
     UnityPlayer.dll!DestroyGameObjectHierarchy(class GameObject &)   Unknown
     UnityPlayer.dll!DestroyObjectHighLevel(class Object *,bool)   Unknown
     UnityPlayer.dll!Scripting::smile:estroyObjectFromScriptingImmediate(class Object *,bool)   Unknown
     UnityPlayer.dll!Object_CUSTOM_DestroyImmediate(void *,int)   Unknown
     UnityEngineDelegates.dll!Object_CUSTOM_DestroyImmediate()   Unknown

Is this a bug or our fault?
Can it be ignored?

Thanks!

It’s definitely a bug, and we’d like a bug report. You can ignore it for now, though - it shouldn’t cause problems in release/master builds.