And an other issue that is always done :
Script Stack (1 frames) :
/Game/HandheldAR/Blueprints/GameFramework/BP_ARPawn.BP_ARPawn_C.ExecuteUbergraph_BP_ARPawn
Ensure condition failed: !bIsInlined || BulkMeta.GetOffset() == INDEX_NONE || IgnoreInlineDataReloadEnsures.bEnabled [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/BulkDataStreaming.cpp] [Line: 128]
Attempting to stream inline BulkData! This operation is not supported by the IoDispatcher and so will eventually stop working. The calling code should be fixed to retain the inline data in memory and re-use it rather than discard it and then try to reload from disk!
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.242 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error:
LogOutputDevice: Error: Ensure condition failed: !bIsInlined || BulkMeta.GetOffset() == INDEX_NONE || IgnoreInlineDataReloadEnsures.bEnabled [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/BulkDataStreaming.cpp] [Line: 128]
LogOutputDevice: Error: Attempting to stream inline BulkData! This operation is not supported by the IoDispatcher and so will eventually stop working. The calling code should be fixed to retain the inline data in memory and re-use it rather than discard it and then try to reload from disk!
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00000071E35F0C9C libUnreal.so(0x000000000D60DC9C)!UE::BulkData::Private::EnsureCanStreamBulkData(UE::BulkData::Private::FBulkMetaData const&) []
LogOutputDevice: Error: [Callstack] 0x00000071E35F25E0 libUnreal.so(0x000000000D60F5E0)!UE::BulkData::Private::OpenReadBulkData(UE::BulkData::Private::FBulkMetaData const&, UE::BulkData::Private::FBulkDataChunkId const&, long long, long long, EAsyncIOPriorityAndFlags, TFunction<void (FArchive&)>&&) []
LogOutputDevice: Error: [Callstack] 0x00000071E35CC4B0 libUnreal.so(0x000000000D5E94B0)!FBulkData::TryLoadDataIntoMemory(FIoBuffer) []
LogOutputDevice: Error: [Callstack] 0x00000071E35CC940 libUnreal.so(0x000000000D5E9940)!FBulkData::MakeSureBulkDataIsLoaded() []
LogOutputDevice: Error: [Callstack] 0x00000071E35CC7AC libUnreal.so(0x000000000D5E97AC)!FBulkData::Lock(unsigned int) []
LogOutputDevice: Error: [Callstack] 0x00000071E057CA4C libUnreal.so(0x000000000A599A4C)!FGoogleARCoreXRTrackingSystem::OnAddRuntimeCandidateImage(UARSessionConfig*, UTexture2D*, FString, float) []
LogOutputDevice: Error: [Callstack] 0x00000071E53D5598 libUnreal.so(0x000000000F3F2598)!FARSupportInterface::AddRuntimeCandidateImage(UARSessionConfig*, UTexture2D*, FString, float) []
LogOutputDevice: Error: [Callstack] 0x00000071E53C99EC libUnreal.so(0x000000000F3E69EC)!UARBlueprintLibrary::AddRuntimeCandidateImage(UARSessionConfig*, UTexture2D*, FString, float) []
LogOutputDevice: Error: [Callstack] 0x00000071E53C97F4 libUnreal.so(0x000000000F3E67F4)!UARBlueprintLibrary::execAddRuntimeCandidateImage(UObject*, FFrame&, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E38B7D34 libUnreal.so(0x000000000D8D4D34)!UObject::execCallMathFunction(UObject*, FFrame&, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E38C5DA0 libUnreal.so(0x000000000D8E2DA0)!UObject::execLetObj(UObject*, FFrame&, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E38BA4F0 libUnreal.so(0x000000000D8D74F0)!ProcessLocalScriptFunction(UObject*, FFrame&, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E38BA080 libUnreal.so(0x000000000D8D7080)!UObject::ProcessInternal(UObject*, FFrame&, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E362CC08 libUnreal.so(0x000000000D649C08)!UFunction::Invoke(UObject*, FFrame&, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E38BFC58 libUnreal.so(0x000000000D8DCC58)!UObject::ProcessEvent(UFunction*, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E75281B4 libUnreal.so(0x00000000115451B4)!AActor::ProcessEvent(UFunction*, void*) []
LogOutputDevice: Error: [Callstack] 0x00000071E7FE15D0 libUnreal.so(0x0000000011FFE5D0)!FLatentActionManager::TickLatentActionForObject(float, TMultiMap<int, FPendingLatentAction*, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, FPendingLatentAction*, true> >&, UObject*) []
LogOutputDevice: Error: [Callstack] 0x00000071E7FE0EFC libUnreal.so(0x0000000011FFDEFC)!FLatentActionManager::ProcessLatentActions(UObject*, float) []
LogOutputDevice: Error: [Callstack] 0x00000071E75294AC libUnreal.so(0x00000000115464AC)!AActor::Tick(float) []
LogOutputDevice: Error: [Callstack] 0x00000071E7524A20 libUnreal.so(0x0000000011541A20)!FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) []
LogOutputDevice: Error: [Callstack] 0x00000071E8AF3D14 libUnreal.so(0x0000000012B10D14)!FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) []
LogOutputDevice: Error: [Callstack] 0x00000071E8AF36F0 libUnreal.so(0x0000000012B106F0)!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) []
LogOutputDevice: Error: [Callstack] 0x00000071E2D36D4C libUnreal.so(0x000000000CD53D4C)!FNamedTaskThread::ProcessTasksNamedThread(int, bool) []
LogOutputDevice: Error: [Callstack] 0x00000071E2D35008 libUnreal.so(0x000000000CD52008)!FNamedTaskThread::ProcessTasksUntilQuit(int) []
LogOutputDevice: Error: [Callstack] 0x00000071E2D340C8 libUnreal.so(0x000000000CD510C8)!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) []
LogOutputDevice: Error: [Callstack] 0x00000071E2D34660 libUnreal.so(0x000000000CD51660)!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TSizedInlineAllocator<4u, 32, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type) []
LogOutputDevice: Error: [Callstack] 0x00000071E8AEBE08 libUnreal.so(0x0000000012B08E08)!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool) []
LogOutputDevice: Error: [Callstack] 0x00000071E8AE6D4C libUnreal.so(0x0000000012B03D4C)!FTickTaskManager::RunTickGroup(ETickingGroup, bool) []
LogOutputDevice: Error: [Callstack] 0x00000071E8043340 libUnreal.so(0x0000000012060340)!UWorld::Tick(ELevelTick, float) []
LogOutputDevice: Error: [Callstack] 0x00000071E7D65F0C libUnreal.so(0x0000000011D82F0C)!UGameEngine::Tick(float, bool) []
LogOutputDevice: Error: [Callstack] 0x00000071E050B510 libUnreal.so(0x000000000A528510)!FEngineLoop::Tick() []
LogOutputDevice: Error: [Callstack] 0x00000071E0503EFC libUnreal.so(0x000000000A520EFC)!AndroidMain(android_app*) []
LogOutputDevice: Error: [Callstack] 0x00000071E0512448 libUnreal.so(0x000000000A52F448)!android_main() []
LogOutputDevice: Error: [Callstack] 0x00000071E0549380 libUnreal.so(0x000000000A566380)![Unknown]() []
LogOutputDevice: Error: [Callstack] 0x00000072DF839F24 libc.so(0x00000000000E6F24)![Unknown]() []
LogOutputDevice: Error: [Callstack] 0x00000072DF7D80CC libc.so(0x00000000000850CC)![Unknown]() []
BP_ARPawn
is the ARPawn Blueprint that I use. I init the AR Session here.