Callstack:
[Inline Frame] UnrealEditor-CoreUObject.dll!FUObjectArray::IndexToObject(int) Line 1083 C++
UnrealEditor-CoreUObject.dll!FUObjectArray::AllocateSerialNumber(int Index) Line 531 C++
UnrealEditor-CoreUObject.dll!FWeakObjectPtr::operator=(FObjectPtr ObjectPtr) Line 51 C++
[Inline Frame] UnrealEditor-ACLPlugin.dll!FWeakObjectPtr::{ctor}(FObjectPtr) Line 85 C++
[Inline Frame] UnrealEditor-ACLPlugin.dll!FWeakObjectPtr::{ctor}(const UObject *) Line 88 C++
[Inline Frame] UnrealEditor-ACLPlugin.dll!TWeakObjectPtr<UAnimationCompressionLibraryDatabase,FWeakObjectPtr>::{ctor}(UAnimationCompressionLibraryDatabase *) Line 63 C++
UnrealEditor-ACLPlugin.dll!EditorDatabaseMonitor::MarkDirty(UAnimationCompressionLibraryDatabase * Database) Line 72 C++
[External Code]
UnrealEditor-Engine.dll!TSparseArray<TSparseSetElement<TTuple<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::DestroyElements(int Index, int Count) Line 997 C++
[Inline Frame] UnrealEditor-Engine.dll!TSparseArray<TSparseSetElement<TTuple<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::DestroyElements() Line 986 C++
[Inline Frame] UnrealEditor-Engine.dll!TSparseArray<TSparseSetElement<TTuple<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::Empty(int) Line 671 C++
UnrealEditor-Engine.dll!TSparseArray<TSparseSetElement<TTuple<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::~TSparseArray<TSparseSetElement<TTuple<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>() Line 538 C++
[Inline Frame] UnrealEditor-Engine.dll!TSet<TTuple<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>>,TDefaultMapHashableKeyFuncs<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>,0>,FDefaultSetAllocator>::{dtor}() Line 111 C++
[Inline Frame] UnrealEditor-Engine.dll!TMapBase<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FIoHash,TUniquePtr<FCompressedAnimSequence,TDefaultDelete<FCompressedAnimSequence>>,0>>::{dtor}() Line 70 C++
UnrealEditor-Engine.dll!UAnimSequence::~UAnimSequence() Line 1930 C++
[External Code]
UnrealEditor-CoreUObject.dll!FObjectPurge::DestroyObjects(bool bUseTimeLimit, double TimeLimit, double StartTime) Line 1008 C++
UnrealEditor-CoreUObject.dll!IncrementalDestroyGarbage(bool bUseTimeLimit, double TimeLimit) Line 5273 C++
UnrealEditor-CoreUObject.dll!IncrementalPurgeGarbage(bool bUseTimeLimit, double TimeLimit) Line 4908 C++
UnrealEditor-CoreUObject.dll!PurgeAllUObjectsOnExit() Line 6641 C++
UnrealEditor-CoreUObject.dll!StaticExit() Line 6004 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!Invoke(void(*)() &) Line 46 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(*)() &) Line 264 C++
UnrealEditor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 723 C++
[Inline Frame] UnrealEditor.exe!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast() Line 306 C++
UnrealEditor.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() Line 1135 C++
UnrealEditor.exe!FEngineLoop::AppPreExit() Line 7318 C++
UnrealEditor.exe!FEngineLoop::Exit() Line 5294 C++
[Inline Frame] UnrealEditor.exe!EngineExit() Line 71 C++
[Inline Frame] UnrealEditor.exe!GuardedMain::__l2::EngineLoopCleanupGuard::{dtor}() Line 132 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 211 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 287 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 359 C++
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