Crash occasionally , in PIE or exit PIE

It seems that it often happens after the code is compiled

The project is mainly pure C, using a small amount of UObject

n native C, UObject is saved using TweakObjectPtr

The crash stack is as follows, I can’t find useful information

   17       void UGCObjectReferencer::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
   18       {
   19       	UGCObjectReferencer* This = CastChecked<UGCObjectReferencer>(InThis);
   20       
   21       	checkSlow(!This->bIsAddingReferencedObjects);
   22       	This->bIsAddingReferencedObjects = true;
   23       	// Note we're not locking ReferencedObjectsCritical here because we guard
   24       	// against adding new references during GC in AddObject and RemoveObject.
   25       	// Let each registered object handle its AddReferencedObjects call
   26       	for (FGCObject* Object : This->ReferencedObjects)
   27       	{
   28       		check(Object);
   29       		This->CurrentlySerializingObject = Object;
   30 *****crash****	Object->AddReferencedObjects(Collector);
   31       	}
   32       	This->CurrentlySerializingObject = nullptr;
   33       	Super::AddReferencedObjects(This, Collector);
   34       	This->bIsAddingReferencedObjects = false;
   35       }




UE4Editor_CoreUObject!UGCObjectReferencer::AddReferencedObjects() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\Misc\GCObjectReferencer.cpp:31]
UE4Editor_CoreUObject!TFastReferenceCollector<1,FGCReferenceProcessor<1,0>,FGCCollector<1,0>,FGCArrayPool,0,1>::ProcessObjectArray() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:635]
UE4Editor_CoreUObject!TFastReferenceCollector<1,FGCReferenceProcessor<1,0>,FGCCollector<1,0>,FGCArrayPool,0,1>::FCollectorTaskQueue::DoTask() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:383]
UE4Editor_CoreUObject!TGraphTask<TFastReferenceCollector<1,FGCReferenceProcessor<1,0>,FGCCollector<1,0>,FGCArrayPool,0,1>::FCollectorTaskProcessorTask>::ExecuteTask() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:849]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1039]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:863]
UE4Editor_Core!FTaskThreadAnyThread::Run() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:940]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]