Hi I’m getting a stack overflow in the editor…
I’m getting this when I hit play in the editor. It seems there is a bit of a recursion bug.
Sorry for this really long stack trace, but I needed to show the recursion and the top of the stack. This only started happeing in 17.1 when I upgraded from 16.
InStatName 0x00000271cb0d5f48 "STATGROUP_Memory" FName
InGroup Variable is optimized away and not available.
InCategory 0x00007ffa2beb1448 "STATCAT_Advanced" const char *
InDescription 0x00007ffa2bee9760 L"Memory" const wchar_t *
UE4Editor-Core.dll!FThreadSafeStaticStatBase::DoSetup(const char * InStatName, const wchar_t * InStatDesc, const char * InGroupName, const char * InGroupCategory, const wchar_t * InGroupDesc, bool bDefaultEnable, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 350 C++
UE4Editor-Core.dll!ChangeMem(int Delta) Line 57 C++
UE4Editor-Core.dll!LockFreeLinkAllocator_TLSCache::Pop() Line 119 C++
UE4Editor-Core.dll!FMallocPurgatoryProxy::Free(void * Ptr) Line 119 C++
UE4Editor-Core.dll!FMemory::Free(void * Original) Line 75 C++
UE4Editor-Core.dll!FStatNameAndInfo::ToLongName(FName InStatName, const char * InGroup, const char * InCategory, const wchar_t * InDescription) Line 723 C++
UE4Editor-Core.dll!FStartupMessages::AddMetadata(FName InStatName, const wchar_t * InStatDesc, const char * InGroupName, const char * InGroupCategory, const wchar_t * InGroupDesc, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 325 C++
UE4Editor-Core.dll!FThreadSafeStaticStatBase::DoSetup(const char * InStatName, const wchar_t * InStatDesc, const char * InGroupName, const char * InGroupCategory, const wchar_t * InGroupDesc, bool bDefaultEnable, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 352 C++
UE4Editor-Core.dll!ChangeMem(int Delta) Line 57 C++
UE4Editor-Core.dll!LockFreeLinkAllocator_TLSCache::Pop() Line 119 C++
UE4Editor-Core.dll!FMallocPurgatoryProxy::Free(void * Ptr) Line 119 C++
UE4Editor-Core.dll!FMemory::Free(void * Original) Line 75 C++
UE4Editor-Core.dll!FStatNameAndInfo::ToLongName(FName InStatName, const char * InGroup, const char * InCategory, const wchar_t * InDescription) Line 723 C++
UE4Editor-Core.dll!FStartupMessages::AddMetadata(FName InStatName, const wchar_t * InStatDesc, const char * InGroupName, const char * InGroupCategory, const wchar_t * InGroupDesc, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 325 C++
UE4Editor-Core.dll!FThreadSafeStaticStatBase::DoSetup(const char * InStatName, const wchar_t * InStatDesc, const char * InGroupName, const char * InGroupCategory, const wchar_t * InGroupDesc, bool bDefaultEnable, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 352 C++
UE4Editor-Core.dll!ChangeMem(int Delta) Line 57 C++
UE4Editor-Core.dll!LockFreeLinkAllocator_TLSCache::Pop() Line 119 C++
UE4Editor-Core.dll!FMallocPurgatoryProxy::Free(void * Ptr) Line 119 C++
UE4Editor-Core.dll!FMemory::Free(void * Original) Line 75 C++
UE4Editor-Core.dll!FStatNameAndInfo::ToLongName(FName InStatName, const char * InGroup, const char * InCategory, const wchar_t * InDescription) Line 723 C++
UE4Editor-Core.dll!FStartupMessages::AddMetadata(FName InStatName, const wchar_t * InStatDesc, const char * InGroupName, const char * InGroupCategory, const wchar_t * InGroupDesc, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 325 C++
UE4Editor-Core.dll!FThreadSafeStaticStatBase::DoSetup(const char * InStatName, const wchar_t * InStatDesc, const char * InGroupName, const char * InGroupCategory, const wchar_t * InGroupDesc, bool bDefaultEnable, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 352 C++
UE4Editor-Core.dll!ChangeMem(int Delta) Line 57 C++
UE4Editor-Core.dll!LockFreeLinkAllocator_TLSCache::Pop() Line 119 C++
UE4Editor-Core.dll!FMallocPurgatoryProxy::Free(void * Ptr) Line 119 C++
UE4Editor-Core.dll!FMemory::Free(void * Original) Line 75 C++
UE4Editor--Win64-DebugGame.dll!operator delete(void * Ptr, unsigned __int64 Size) Line 4 C++
UE4Editor--Win64-DebugGame.dll!TQueue<TILE_ATTRIBUTE * __ptr64,1>::Dequeue(TILE_ATTRIBUTE * & OutItem) Line 86 C++
UE4Editor–Win64-DebugGame.dll!RandomBuilderHelper::ProcessSmoothingQueue(const FPLANET_DETAILS & pd, TQueue<TILE_ATTRIBUTE *,1> & smoothingQueue) Line 82 C++
UE4Editor–Win64-DebugGame.dll!RandomBuilderHelper::SmoothMountains(const FPLANET_DETAILS & pd, FRandomStream & randomStream) Line 211 C++
UE4Editor–Win64-DebugGame.dll!RVOTest::SetUpPlanet(ATileMaster * tileMaster, const FPLANET_DETAILS & pd, FRandomStream & randomStream) Line 93 C++
UE4Editor–Win64-DebugGame.dll!ATilePlanet::SpawnActor(AActor * spawner, ATileMaster * tm, TileLevelDesign * designer, int seed, StrangeOrbitsConfig::SO_CONFIG_PLANET_SIZE planetSize, int mapDepth, const FString & uniquePlanetName) Line 79 C++
UE4Editor–Win64-DebugGame.dll!AStrangeOrbitzGameMode::BeginPlanet() Line 137 C++
UE4Editor–Win64-DebugGame.dll!AStrangeOrbitzGameMode::BeginPlay() Line 82 C++
UE4Editor-Engine.dll!AActor::DispatchBeginPlay() Line 3130 C++
UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() Line 187 C++
UE4Editor-Engine.dll!AGameMode::HandleMatchHasStarted() Line 233 C++
UE4Editor-Engine.dll!AGameMode::SetMatchState(FName NewState) Line 349 C++
UE4Editor-Engine.dll!AGameMode::StartMatch() Line 210 C++
UE4Editor-Engine.dll!UWorld::BeginPlay() Line 3435 C++
UE4Editor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer * LocalPlayer, const FGameInstancePIEParameters & Params) Line 340 C++
UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance(int InPIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 3447 C++
UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2535 C++
UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 1218 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1549 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 402 C++
UE4Editor.exe!FEngineLoop::Tick() Line 3215 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 166 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 199 C++