How do I fix a blueprint compiler started from the command line crashing on exit

This is My Code,When I use Commandlet to enable it, it will crash if I compile a large number of blueprints. In fact, I know that it may be because I compiled animation blueprints or UMGs that cause the world to appear, but how do I solve it? It seems that I added garbage Recycling has no effect,and Trying to wait a minute has no effect

TSharedPtr ArtCheckLibrary::CheckAllBluePirnt()
{
double LastGCTime = FPlatformTime::Seconds();

TArray<FAssetData> AssetDataList = GetAssetDataListByClass(UBlueprint::StaticClass(), "/Game");

for (const FAssetData& AssetData : AssetDataList)
{
    FString const AssetPath = AssetData.ObjectPath.ToString();
    UE_LOG(LogTemp, Display, TEXT("Loading and Compiling: '%s'..."), *AssetPath);

    // Load with LOAD_NoWarn and LOAD_DisableCompileOnLoad as we are covering those explicitly with CompileBlueprint errors.
    UBlueprint* LoadedBlueprint = Cast<UBlueprint>(StaticLoadObject(AssetData.GetClass(), /*Outer =*/nullptr, *AssetPath, nullptr, LOAD_NoWarn | LOAD_DisableCompileOnLoad));
    if (LoadedBlueprint == nullptr)
    {
   
        UE_LOG(LogTemp, Error, TEXT("Failed to Load : '%s'."), *AssetPath);
        continue;
    }
    else
    {
        LoadandComplier(LoadedBlueprint);
    }
    const double TimeNow = FPlatformTime::Seconds();
    if (TimeNow - LastGCTime >= 10.0)
    {
        GEngine->TrimMemory();
        LastGCTime = TimeNow;
    }
}



TSharedPtr<FJsonObject> TemplateDataObject = MakeShareable(new FJsonObject);
if (NumWarnings1+ NumErrors1+ OtherErrors1 ==0)
{
    return nullptr;

}

TemplateDataObject->SetNumberField(TEXT("Warning"), this->NumWarnings1);
TemplateDataObject->SetNumberField(TEXT("Error"), this->NumErrors1+this->OtherErrors1);
TemplateDataObject->SetStringField(TEXT("DataInfo"), this->ErrorMessages1);
return TemplateDataObject;

}
void ArtCheckLibrary::LoadandComplier(UBlueprint *BlueprintAsset)
{

    FCompilerResultsLog MessageLog;
    MessageLog.SetSourcePath(BlueprintAsset->GetPathName());
    MessageLog.BeginEvent(TEXT("Compile"));
    // EBlueprintCompileOptions::SkipGarbageCollection
    FKismetEditorUtilities::CompileBlueprint(BlueprintAsset, EBlueprintCompileOptions::SkipSave, &MessageLog);
    MessageLog.EndEvent();



    if ((MessageLog.NumErrors + MessageLog.NumWarnings) > 0)
    {
        this->AssetsWithErrorsOrWarnings1.Add(BlueprintAsset->GetPathName());

        this->NumErrors1 += MessageLog.NumErrors;
        this->NumWarnings1 += MessageLog.NumWarnings;
    }
    for (TSharedRef<class FTokenizedMessage>& Message : MessageLog.Messages)
    {
        EMessageSeverity::Type Severity = Message->GetSeverity();

        if (Severity == EMessageSeverity::Error || Severity == EMessageSeverity::Warning)
        {
            FString LogContent = "";
            LogContent += "**" + BlueprintAsset->GetPathName() + "** :";
            LogContent += *Message->ToText().ToString();
            ErrorMessages1 += LogContent + TEXT("\n");
            /*   UE_LOG(LogTemp, Display, TEXT("%s"), *Message->ToText().ToString());*/
        }
    }
}

that is my Crash report :Preformatted text16:14:22
16:14:22 Script Stack (0 frames):
16:14:22
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error: === Critical error: ===
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error:
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error: Assertion failed: bInitialized [File:F:/EngineTeam/EngineBuild/master/Engine/Source/Runtime/Engine/Private/Subsystems/WorldSubsystem.cpp] [Line: 68]
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error:
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error:
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error:
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error: [Callstack] 0x00007ffc50a3441c KERNELBASE.dll!UnknownFunction
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error: [Callstack] 0x00007ffbf120d006 UE4Editor-Core.dll!ReportAssert() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1620]
16:14:49 [2024.06.03-16.14.48:229][ 0]LogWindows: Error: [Callstack] 0x00007ffbf1210fd8 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]
16:14:49 [2024.06.03-16.14.48:230][ 0]LogWindows: Error: [Callstack] 0x00007ffbf0f630dd UE4Editor-Core.dll!FOutputDevice::LogfImpl() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:55]
16:14:49 [2024.06.03-16.14.48:230][ 0]LogWindows: Error: [Callstack] 0x00007ffbf0ea8a45 UE4Editor-Core.dll!AssertFailedImplV() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:102]
16:14:49 [2024.06.03-16.14.48:230][ 0]LogWindows: Error: [Callstack] 0x00007ffbf0eaaad0 UE4Editor-Core.dll!FDebug::CheckVerifyFailedImpl() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:457]
16:14:49 [2024.06.03-16.14.48:230][ 0]LogWindows: Error: [Callstack] 0x00007ffbed4e4e74 UE4Editor-Engine.dll!UTickableWorldSubsystem::Deinitialize() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Engine\Private\Subsystems\WorldSubsystem.cpp:68]
16:14:49 [2024.06.03-16.14.48:230][ 0]LogWindows: Error: [Callstack] 0x00007ffbed4e4d59 UE4Editor-Engine.dll!FSubsystemCollectionBase::Deinitialize() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Engine\Private\Subsystems\SubsystemCollection.cpp:154]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ffbed6d3bf9 UE4Editor-Engine.dll!UWorld::CleanupWorldInternal() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Engine\Private\World.cpp:4574]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ffbeaa04c5d UE4Editor-UnrealEd.dll!UEditorEngine::FinishDestroy() [F:\EngineTeam\EngineBuild\master\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1258]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ffbf2474ebc UE4Editor-CoreUObject.dll!UObject::ConditionalFinishDestroy() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1018]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ffbf22f4d9d UE4Editor-CoreUObject.dll!IncrementalDestroyGarbage() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:1565]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ffbf22f594e UE4Editor-CoreUObject.dll!IncrementalPurgeGarbage() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:1489]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ffbf24a2585 UE4Editor-CoreUObject.dll!StaticExit() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:4526]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ffbf22e28b7 UE4Editor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:704]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ff61435889d UE4Editor-Cmd.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:955]
16:14:49 [2024.06.03-16.14.48:231][ 0]LogWindows: Error: [Callstack] 0x00007ff6143581ed UE4Editor-Cmd.exe!FEngineLoop::AppPreExit() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5773]
16:14:49 [2024.06.03-16.14.48:232][ 0]LogWindows: Error: [Callstack] 0x00007ff6143604ca UE4Editor-Cmd.exe!FEngineLoop::Exit() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4237]
16:14:49 [2024.06.03-16.14.48:232][ 0]LogWindows: Error: [Callstack] 0x00007ff6143610a3 UE4Editor-Cmd.exe!GuardedMain() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Launch\Private\Launch.cpp:191]
16:14:49 [2024.06.03-16.14.48:232][ 0]LogWindows: Error: [Callstack] 0x00007ff6143610fa UE4Editor-Cmd.exe!GuardedMainWrapper() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:143]
16:14:49 [2024.06.03-16.14.48:232][ 0]LogWindows: Error: [Callstack] 0x00007ff61436411d UE4Editor-Cmd.exe!LaunchWindowsStartup() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:279]
16:14:49 [2024.06.03-16.14.48:232][ 0]LogWindows: Error: [Callstack] 0x00007ff6143754b4 UE4Editor-Cmd.exe!WinMain() [F:\EngineTeam\EngineBuild\master\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:326]
16:14:49 [2024.06.03-16.14.48:233][ 0]LogWindows: Error: [Callstack] 0x00007ff6143773e2 UE4Editor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
16:14:49 [2024.06.03-16.14.48:233][ 0]LogWindows: Error: [Callstack] 0x00007ffc51e055a0 KERNEL32.DLL!UnknownFunction
16:14:49 [2024.06.03-16.14.48:233][ 0]LogWindows: Error: [Callstack] 0x00007ffc5338485b ntdll.dll!UnknownFunction
16:14:49 [2024.06.03-16.14.48:233][ 0]LogWindows: Error:

Why are you writing a commandlet that the engine already has? CompileAllBlueprints is already a commandlet provided by the engine to do what it sounds like you’re trying to write from scratch.

Yes, but using the provided tool command line seems to crash due to different asset versions, but I don’t want to pay attention to this issue.and,I need to transfer some data to my pipeline information to send to my colleagues,In fact, I finished this code first and then discovered that it had been provided by the engine,hhh. Now I’m wondering what I did wrong to prevent him from exiting properly

emmm, I’m very sorry, my reply is composed of translations, which is not easy to understand.