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a_sydorenko

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Feb 15th, 2023
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  1. KERNELBASE.dll!00007ff92970cd29() Unknown
  2. UnrealEditor-Core.dll!ReportAssert(const wchar_t * ErrorMessage, void * ProgramCounter) Line 1807 C++
  3. UnrealEditor-Core.dll!FWindowsErrorOutputDevice::Serialize(const wchar_t * Msg, ELogVerbosity::Type Verbosity, const FName & Category) Line 76 C++
  4. UnrealEditor-Core.dll!FOutputDevice::LogfImpl(const wchar_t * Fmt, ...) Line 61 C++
  5. [Inline Frame] UnrealEditor-Core.dll!FOutputDevice::Logf(const wchar_t[47] &) Line 230 C++
  6. UnrealEditor-Core.dll!AssertFailedImplV(const char * Expr, const char * File, int Line, void * ProgramCounter, const wchar_t * Format, char * Args) Line 149 C++
  7. UnrealEditor-Core.dll!FDebug::CheckVerifyFailedImpl(const char * Expr, const char * File, int Line, void * ProgramCounter, const wchar_t * Format, ...) Line 524 C++
  8. > [Inline Frame] UnrealEditor-Verona.dll!TArray<FActorWithTeamRegistryData,TSizedDefaultAllocator<32>>::CheckAddress::__l6::<lambda_9c3e01a05b0f5198a8d7f8083b8f007d>::operator()() Line 1527 C++
  9. UnrealEditor-Verona.dll!DispatchCheckVerify<void,<lambda_9c3e01a05b0f5198a8d7f8083b8f007d>>(TArray<FActorWithTeamRegistryData,TSizedDefaultAllocator<32>>::CheckAddress::__l6::<lambda_9c3e01a05b0f5198a8d7f8083b8f007d> && Inner) Line 170 C++
  10. [Inline Frame] UnrealEditor-Verona.dll!TArray<FActorWithTeamRegistryData,TSizedDefaultAllocator<32>>::CheckAddress(const FActorWithTeamRegistryData * Addr) Line 1527 C++
  11. [Inline Frame] UnrealEditor-Verona.dll!TArray<FActorWithTeamRegistryData,TSizedDefaultAllocator<32>>::Remove(const FActorWithTeamRegistryData &) Line 2389 C++
  12. UnrealEditor-Verona.dll!UVrnActorRegistrySubsystem::OnActorTeamChanged(AActor * SourceActor, EVrnTeam OldTeam, EVrnTeam NewTeam) Line 184 C++
  13. UnrealEditor-Verona.dll!UVrnActorRegistrySubsystem::execOnActorTeamChanged(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 371 C++
  14. UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912 C++
  15. UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2003 C++
  16. [Inline Frame] UnrealEditor-Verona.dll!TScriptDelegate<FWeakObjectPtr>::ProcessDelegate(void *) Line 247 C++
  17. UnrealEditor-Verona.dll!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>(void * Parameters) Line 488 C++
  18. [Inline Frame] UnrealEditor-Verona.dll!FVrnOnActorTeamChanged_DelegateWrapper(const TMulticastScriptDelegate<FWeakObjectPtr> &) Line 11 C++
  19. [Inline Frame] UnrealEditor-Verona.dll!FVrnOnActorTeamChanged::Broadcast(AActor *) Line 11 C++
  20. UnrealEditor-Verona.dll!UVrnVitalityComponent::ChangeTeam(EVrnTeam NewTeam) Line 26 C++
  21. UnrealEditor-Verona.dll!UVrnVitalityComponent::execChangeTeam(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 131 C++
  22. UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912 C++
  23. UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1012 C++
  24. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  25. UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082 C++
  26. UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912 C++
  27. UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1143 C++
  28. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  29. UnrealEditor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2871 C++
  30. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  31. UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082 C++
  32. UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912 C++
  33. UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1143 C++
  34. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  35. UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082 C++
  36. UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1170 C++
  37. UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912 C++
  38. UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2003 C++
  39. UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1030 C++
  40. UnrealEditor-Engine.dll!APawn::ReceivePossessed(AController * NewController) Line 318 C++
  41. UnrealEditor-Engine.dll!APawn::PossessedBy(AController * NewController) Line 638 C++
  42. UnrealEditor-Engine.dll!APlayerController::OnPossess(APawn * PawnToPossess) Line 763 C++
  43. UnrealEditor-Verona.dll!AVrnEncounterPlayerController::OnPossess(APawn * InPawn) Line 128 C++
  44. UnrealEditor-Engine.dll!AController::Possess(APawn * InPawn) Line 331 C++
  45. UnrealEditor-Verona.dll!AVrnEncounterPlayerController::OnVehicleBoardingCompleted(AVrnVehicle * Vehicle) Line 196 C++
  46. UnrealEditor-Verona.dll!AVrnEncounterPlayerController::execOnVehicleBoardingCompleted(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 129 C++
  47. UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912 C++
  48. UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2003 C++
  49. UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1030 C++
  50. [Inline Frame] UnrealEditor-CoreUObject.dll!TScriptDelegate<FWeakObjectPtr>::ProcessDelegate(void *) Line 247 C++
  51. UnrealEditor-CoreUObject.dll!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>(void * Parameters) Line 488 C++
  52. UnrealEditor-CoreUObject.dll!FCallDelegateHelper::CallMulticastDelegate(FFrame & Stack) Line 3047 C++
  53. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  54. UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082 C++
  55. UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912 C++
  56. UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1143 C++
  57. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  58. UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082 C++
  59. UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1170 C++
  60. UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912 C++
  61. UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2003 C++
  62. UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1030 C++
  63. UnrealEditor-Verona.dll!AVrnPlayerCharacter::BeginVehicleBoarding(AVrnVehicle * TargetVehicle) Line 82 C++
  64. UnrealEditor-Verona.dll!AVrnEncounterPlayerController::GetIntoVehicle(AVrnVehicle * TargetVehicle) Line 35 C++
  65. UnrealEditor-Verona.dll!UVrnInteractableComponent::Interact(AVrnEncounterPlayerController * Controller) Line 75 C++
  66. UnrealEditor-Verona.dll!UVrnInteractionComponent::execInitiateInteraction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 25 C++
  67. UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912 C++
  68. UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1012 C++
  69. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  70. UnrealEditor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2871 C++
  71. [Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422 C++
  72. UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082 C++
  73. UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1170 C++
  74. UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912 C++
  75. UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2003 C++
  76. UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1030 C++
  77. UnrealEditor-Engine.dll!FLatentActionManager::TickLatentActionForObject(float DeltaTime, TMultiMap<int,FPendingLatentAction *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,FPendingLatentAction *,1>> & ObjectActionList, UObject * InObject) Line 308 C++
  78. UnrealEditor-Engine.dll!FLatentActionManager::ProcessLatentActions(UObject * InObject, float DeltaTime) Line 203 C++
  79. UnrealEditor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 1384 C++
  80. UnrealEditor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1360 C++
  81. UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 197 C++
  82. UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 284 C++
  83. UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 975 C++
  84. [Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 587 C++
  85. UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 753 C++
  86. UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 642 C++
  87. [Inline Frame] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2114 C++
  88. UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 2169 C++
  89. UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 565 C++
  90. UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1592 C++
  91. UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 790 C++
  92. UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1531 C++
  93. UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1777 C++
  94. UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 474 C++
  95. UnrealEditor.exe!FEngineLoop::Tick() Line 5215 C++
  96. [Inline Frame] UnrealEditor.exe!EngineTick() Line 62 C++
  97. UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 183 C++
  98. UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 147 C++
  99. UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 283 C++
  100. UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330 C++
  101. [External Code]
  102.  
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