In editor, sometimes get
[Inlineframe] UnrealEditor-CoreUObject.dll!UE::GC::TReferenceBatcher<UE::GC::FMutableReference,UE::GC::FResolvedMutableReference,UE::GC::TReachabilityProcessor<5>>::DrainValidated(const unsigned int Num) Zeile 1560 C++
> [Inlineframe] UnrealEditor-CoreUObject.dll!UE::GC::TReferenceBatcher<UE::GC::FMutableReference,UE::GC::FResolvedMutableReference,UE::GC::TReachabilityProcessor<5>>::FlushQueues() Zeile 1424 C++
UnrealEditor-CoreUObject.dll!UE::GC::TBatchDispatcher<UE::GC::TReachabilityProcessor<5>>::FlushQueuedReferences() Zeile 2942 C++
UnrealEditor-CoreUObject.dll!UE::GC::TFastReferenceCollector<UE::GC::TReachabilityProcessor<5>,UE::GC::TReachabilityCollector<5>>::ProcessObjectArray(UE::GC::FWorkerContext & Context) Zeile 718 C++
[Inlineframe] UnrealEditor-CoreUObject.dll!CollectReferences::__l3::<lambda_1>::operator()(void *) Zeile 853 C++
UnrealEditor-CoreUObject.dll!`CollectReferences<UE::GC::TReachabilityCollector<5>,UE::GC::TReachabilityProcessor<5>>'::`3'::<lambda_1>::<lambda_invoker_cdecl>(void * P, UE::GC::FWorkerContext & C) Zeile 853 C++
[Inlineframe] UnrealEditor-CoreUObject.dll!UE::GC::ProcessAsync::__l40::<lambda_1>::operator()() Zeile 5542 C++
[Inlineframe] UnrealEditor-CoreUObject.dll!Invoke(UE::GC::ProcessAsync::__l40::<lambda_1> &) Zeile 47 C++
UnrealEditor-CoreUObject.dll!UE::Tasks::Private::TExecutableTaskBase<`UE::GC::ProcessAsync'::`40'::<lambda_1>,void,void>::ExecuteTask() Zeile 701 C++
UnrealEditor-CoreUObject.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Zeile 436 C++
[Inlineframe] UnrealEditor-CoreUObject.dll!UE::Tasks::Private::FTaskBase::Init::__l2::<lambda_1>::operator()() Zeile 157 C++
[Inlineframe] UnrealEditor-CoreUObject.dll!LowLevelTasks::FTask::Init::__l11::<lambda_1>::operator()(const bool) Zeile 499 C++
[Inlineframe] UnrealEditor-CoreUObject.dll!Invoke(LowLevelTasks::FTask::Init::__l11::<lambda_1> &) Zeile 47 C++
[Inlineframe] UnrealEditor-CoreUObject.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1>>'::`11'::<lambda_1>,0>::Call(void *) Zeile 162 C++
UnrealEditor-CoreUObject.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1>>'::`11'::<lambda_1>,0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Zeile 171 C++
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Zeile 308 C++
UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Zeile 627 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * & InOutTask) Zeile 150 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork, bool bDisableThrottleStealing) Zeile 350 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * WorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Zeile 378 C++
[Inlineframe] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::<Lambdafunktion>() Zeile 70 C++
[Inlineframe] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &) &) Zeile 47 C++
UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::void <Lambdafunktion>(const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),void __cdecl(void)>::Call(void * Obj) Zeile 480 C++
[Inlineframe] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Zeile 629 C++
UnrealEditor-Core.dll!FThreadImpl::Run() Zeile 69 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Zeile 149 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Zeile 71 C++
kernel32.dll!00007ffe5a0d7374() Unbekannt
ntdll.dll!00007ffe5a3dcc91() Unbekannt