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Apr 17th, 2015
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  1. > UE4Editor-AIModule.dll!UAIPerceptionSystem::RegisterSource(FAINamedID<FAISenseCounter> SenseID, AActor & SourceActor) Line 103 C++
  2. UE4Editor-AIModule.dll!UAIPerceptionSystem::RegisterPerceptionStimuliSource(UObject * WorldContext, TSubclassOf<UAISense> Sense, AActor * Target) Line 405 C++
  3. UE4Editor-AIModule.dll!UAIPerceptionSystem::execRegisterPerceptionStimuliSource(FFrame & Stack, void * const Result) Line 17 C++
  4. UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3713 C++
  5. UE4Editor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 395 C++
  6. UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Result, bool bCanFailSilently) Line 1451 C++
  7. UE4Editor-CoreUObject.dll!UObject::execLetBool(FFrame & Stack, void * const Result) Line 1370 C++
  8. UE4Editor-CoreUObject.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 602 C++
  9. UE4Editor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 516 C++
  10. UE4Editor-CoreUObject.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 602 C++
  11. UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3713 C++
  12. UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 924 C++
  13. UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 529 C++
  14. UE4Editor-CastleFight.dll!ABuildingMainBase::BeginPlay() Line 30 C++
  15. UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 119 C++
  16. UE4Editor-Engine.dll!AGameMode::SetMatchState(FName NewState) Line 707 C++
  17. UE4Editor-Engine.dll!AGameMode::StartPlay() Line 524 C++
  18. UE4Editor-CastleFight.dll!ACastleFightGameMode::StartPlay() Line 20 C++
  19. UE4Editor-Engine.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer * LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode) Line 218 C++
  20. UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2861 C++
  21. UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2212 C++
  22. UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 974 C++
  23. UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1226 C++
  24. UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 347 C++
  25. UE4Editor.exe!FEngineLoop::Tick() Line 2257 C++
  26. UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++
  27. UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191 C++
  28. UE4Editor.exe!__tmainCRTStartup() Line 618 C
  29. kernel32.dll!00007ffa3b211611() Unknown
  30. ntdll.dll!00007ffa3e5164ad() Unknown
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