[Inline Frame] UnrealEditor-MassEntity.dll!TMapBase<UScriptStruct const *,int,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UScriptStruct const *,int,0>>::FindChecked(const UScriptStruct *) Line 671 C++
> UnrealEditor-MassEntity.dll!FMassArchetypeData::BatchSetFragmentValues(TArrayView<FMassArchetypeEntityCollection::FArchetypeEntityRange const ,int> EntityCollection, const FMassGenericPayloadViewSlice & Payload) Line 1187 C++
UnrealEditor-MassEntity.dll!FMassEntityManager::BatchAddFragmentInstancesForEntities(TArrayView<FMassArchetypeEntityCollectionWithPayload const ,int> EntityCollections, const TStructTypeBitSet<FMassFragment,FMassFragmentBitSetStructTrackerWrapper,UScriptStruct> & FragmentsAffected) Line 1129 C++
UnrealEditor-ProjectM.dll!FMassCommandAddFragmentInstances<FMassMoveTargetFragment const &>::Execute(FMassEntityManager & System) Line 382 C++
UnrealEditor-MassEntity.dll!FMassCommandBuffer::Flush(FMassEntityManager & EntityManager) Line 153 C++
UnrealEditor-MassEntity.dll!FMassEntityManager::FlushCommands(const TSharedPtr<FMassCommandBuffer,1> & InCommandBuffer) Line 1429 C++
[Inline Frame] UnrealEditor-MassEntity.dll!FMassExecutionContext::FlushDeferred() Line 22 C++
UnrealEditor-MassEntity.dll!UE::Mass::Executor::RunProcessorsView(TArrayView<UMassProcessor * const,int> Processors, FMassProcessingContext & ProcessingContext, const FMassArchetypeEntityCollection * EntityCollection) Line 124 C++
UnrealEditor-MassEntity.dll!UE::Mass::Executor::Run(UMassProcessor & Processor, FMassProcessingContext & ProcessingContext) Line 66 C++
UnrealEditor-MassEntity.dll!FMassProcessingPhase::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 102 C++
UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 278 C++
UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1265 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 866 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 758 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 649 C++
[Inline Frame] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2071 C++
UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 2125 C++
UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 556 C++
UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1583 C++
UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 771 C++
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1515 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1924 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 531 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5825 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++
[External Code]
Update: This may be fixed, just verify with line below.
To repro easily start a map in client net mode and run console command:
pm.KillAllPossessedSoldiers
Details relevant only if issue still happens
Only happens when running under one process, but unclear why.
Things that don't explain issue:
Next steps:
Error:
Call stack: