MothCocoon / FlowGraph

Design-agnostic node system for scripting game’s flow in Unreal Engine

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"Handled ensure" Error On Create a new Flow Node Blueprint child from a "Flow Node" parent

JimPhoenix opened this issue · comments

If you create a new Flow Node Blueprint child from another Flow Node parent class, the editor shows a "Handled ensure" red error right after doing it & always on project start from that moment when a Flow Asset is opened, here it is:

LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: QueuedRequests.Num() == 0 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/Kismet/Private/BlueprintCompilationManager.cpp] [Line: 251] LogOutputDevice: Error: Stack: LogOutputDevice: Error: [Callstack] 0x00007ff9ae3e4289 UE4Editor-Kismet.dll!<lambda_49c80b9764981542cc725e1994a18875>::operator()() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:251] LogOutputDevice: Error: [Callstack] 0x00007ff9add4bec5 UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:251] LogOutputDevice: Error: [Callstack] 0x00007ff9add4bd71 UE4Editor-Kismet.dll!FBlueprintCompilationManager::CompileSynchronously() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3095] LogOutputDevice: Error: [Callstack] 0x00007ff9afe32e1a UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CreateBlueprint() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp:527] LogOutputDevice: Error: [Callstack] 0x00007ff99456bfba UE4Editor-FlowEditor.dll!UFlowNodeBlueprintFactory::FactoryCreateNew() [E:\Project Test Field\FlowGraph_427_BP\Plugins\FlowGraph_427_Precompiled\Source\FlowEditor\Private\Nodes\FlowNodeBlueprintFactory.cpp:259] LogOutputDevice: Error: [Callstack] 0x00007ff9a7571685 UE4Editor-AssetTools.dll!UAssetToolsImpl::CreateAsset() [D:\Build\++UE4\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:485] LogOutputDevice: Error: [Callstack] 0x00007ff9935a46ad UE4Editor-ContentBrowserAssetDataSource.dll!UContentBrowserAssetDataSource::OnFinalizeCreateAsset() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataSource.cpp:1904] LogOutputDevice: Error: [Callstack] 0x00007ff99357c0b3 UE4Editor-ContentBrowserAssetDataSource.dll!TBaseUObjectMethodDelegateInstance<0,UContentBrowserAssetDataSource,FContentBrowserItemData __cdecl(FContentBrowserItemData const &,FString const &,FText *),FDefaultDelegateUserPolicy>::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\ DelegateInstancesImpl.h:593] LogOutputDevice: Error: [Callstack] 0x00007ff9a8155a83 UE4Editor-ContentBrowserData.dll!FContentBrowserItemTemporaryContext::FinalizeItem() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowserData\Private\ContentBrowserItem.cpp:603] LogOutputDevice: Error: [Callstack] 0x00007ff9a7d48146 UE4Editor-ContentBrowser.dll!SAssetView::EndCreateDeferredItem() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:641] LogOutputDevice: Error: [Callstack] 0x00007ff9a7d147eb UE4Editor-ContentBrowser.dll!SAssetView::AssetRenameCommit() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:3627] LogOutputDevice: Error: [Callstack] 0x00007ff9a7d5a8ff UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0> const &,FString const &,FSlateRect const &,enum ETextCommit::Type),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInst ancesImpl.h:307] LogOutputDevice: Error: [Callstack] 0x00007ff9a7d7ad7b UE4Editor-ContentBrowser.dll!SAssetViewItem::HandleNameCommitted() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\AssetViewWidgets.cpp:528] LogOutputDevice: Error: [Callstack] 0x00007ff9a7d59b27 UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SAssetTileItem,0,void __cdecl(FText const &,enum ETextCommit::Type),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] LogOutputDevice: Error: [Callstack] 0x00007ff9c32f4164 UE4Editor-Slate.dll!SInlineEditableTextBlock::OnTextBoxCommitted() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Text\SInlineEditableTextBlock.cpp:323] LogOutputDevice: Error: [Callstack] 0x00007ff9c32d91e7 UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl(FText const &,enum ETextCommit::Type),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] LogOutputDevice: Error: [Callstack] 0x00007ff9c32804c8 UE4Editor-Slate.dll!SEditableTextBox::OnEditableTextCommitted() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SEditableTextBox.cpp:482] LogOutputDevice: Error: [Callstack] 0x00007ff9c325f5a7 UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SEditableTextBox,0,void __cdecl(FText const &,enum ETextCommit::Type),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] LogOutputDevice: Error: [Callstack] 0x00007ff9c32e1c76 UE4Editor-Slate.dll!FSlateEditableTextLayout::HandleCarriageReturn() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Text\SlateEditableTextLayout.cpp:1519] LogOutputDevice: Error: [Callstack] 0x00007ff9c32e3088 UE4Editor-Slate.dll!FSlateEditableTextLayout::HandleKeyDown() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Text\SlateEditableTextLayout.cpp:967] LogOutputDevice: Error: [Callstack] 0x00007ff9c31e1114 UE4Editor-Slate.dll!SEditableText::OnKeyDown() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SEditableText.cpp:212] LogOutputDevice: Error: [Callstack] 0x00007ff9c3032112 UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_f630e7f24dbef73857a69219e32f2d96> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:383] LogOutputDevice: Error: [Callstack] 0x00007ff9c3095087 UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4341] LogOutputDevice: Error: [Callstack] 0x00007ff9c3088756 UE4Editor-Slate.dll!FSlateApplication::OnKeyDown() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4238] LogOutputDevice: Error: [Callstack] 0x00007ff9f738bcc8 UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2040] LogOutputDevice: Error: [Callstack] 0x00007ff9f73792b7 UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2698] LogOutputDevice: Error: [Callstack] 0x00007ff9f738e465 UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1881] LogOutputDevice: Error: [Callstack] 0x00007ff9f7374410 UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:905] LogOutputDevice: Error: [Callstack] 0x00007ffa13d5e7e8 USER32.dll!UnknownFunction [] LogOutputDevice: Error: [Callstack] 0x00007ffa13d5e229 USER32.dll!UnknownFunction [] LogOutputDevice: Error: [Callstack] 0x00007ff9f738fcd4 UE4Editor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:125] LogOutputDevice: Error: [Callstack] 0x00007ff788917621 UE4Editor.exe!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4851] LogOutputDevice: Error: [Callstack] 0x00007ff788930fbc UE4Editor.exe!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178] LogOutputDevice: Error: [Callstack] 0x00007ff7889310aa UE4Editor.exe!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] LogOutputDevice: Error: [Callstack] 0x00007ff7889340cd UE4Editor.exe!LaunchWindowsStartup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273] LogOutputDevice: Error: [Callstack] 0x00007ff788945984 UE4Editor.exe!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320] LogOutputDevice: Error: [Callstack] 0x00007ff78894853a UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] LogOutputDevice: Error: [Callstack] 0x00007ffa12cc7034 KERNEL32.DLL!UnknownFunction [] LogOutputDevice: Error: [Callstack] 0x00007ffa14ba2651 ntdll.dll!UnknownFunction []

@JimPhoenix I couldn't reproduce this issue so far. Could you provide a precise reproduction steps, i.e. how exactly you create this blueprint?

I assume correctly you're working on UE 4.27? :)

Yes, we are on UE 4.27.0 at the moment with a BP-only project (so there is no C++ code in it : )

These are the steps to reproduce this "Handle ensure" error in the Editor:

1.) Create a "Flow Node Blueprint" anywhere in the "Content Browser" and when the "Pick Parent Class" window pop-ups choose a parent which can be the base "FlowNode" class, or another already child class, which was create before from the "FlowNode" base class, like in my case it's called "FlowNode-Master":

image

2.) After the Asset was created simply close & restart the project

3.) After the restart just open up any "Flow Asset" and when it's opening, the error will appears in the Output Log

Another "bonus" is this (which I experienced when I recreated these steps); if you "Force Delete" this newly created asset after all of this and want to open another FlowNode Bluerprint, like in my case the above mentioned "FlowNode-Master" Blueprint, the Editor will crash like this:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000061

UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:552] UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3075] UE4Editor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:454] UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4954] UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5187] UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4548] UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5187] UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4548] UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5187] UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4548] UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3586] UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3757] UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1354] UE4Editor_CoreUObject!LoadPackage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1469] UE4Editor_CoreUObject!ResolveName() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:791] UE4Editor_CoreUObject!StaticLoadObjectInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:853] UE4Editor_CoreUObject!StaticLoadObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:928] UE4Editor_Kismet!FBlueprintEditor::LoadLibrariesFromAssetRegistry() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1903] UE4Editor_Kismet!FBlueprintEditor::CommonInitialization() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1741] UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1999] UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:273] UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:264] UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [D:\Build\++UE4\Sync\Engine\Source\Developer\AssetTools\Private\AssetTypeActions\AssetTypeActions_Blueprint.cpp:93] UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:363] UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAssets_Advanced() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:437] UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAssets() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:553] UE4Editor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewAssetFileItems() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:298] UE4Editor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewItems() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:318] UE4Editor_ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::BulkEditItems() [D:\Build\++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataSource.cpp:1030] UE4Editor_ContentBrowser!SContentBrowser::OnItemsActivated() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SContentBrowser.cpp:2281] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArrayView<FContentBrowserItem const ,int>,enum EAssetTypeActivationMethod::Type),FDefaultDelegateUserPolicy>::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290] UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:3548] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307] UE4Editor_ContentBrowser!TDelegate<void __cdecl(TSharedPtr<FAssetViewItem,0>),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:599] UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:1074] UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:461] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_2b5148752c2a272000c47b69ff14a42e> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378] UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5297] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5284] UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5247] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2209] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2698] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1881] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:905] user32 user32 UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:125] UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4851] UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178] UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] UE4Editor!LaunchWindowsStartup() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273] UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll