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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