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]