Severe UE5 Memory leak BP visual debugging

Having huge issue with UE5 where it has a memory leak (tested on multiple PCs 32GB ram). After 5.0.0 where there was an addition to this new visual debug mode where you can preview variable data it just memory leaks until your project freezes. Not sure how this got past QA but its impossible to debug in runtime via BP.

>	[Inline Frame] UnrealEditor-Core.dll!FGenericPlatformMemory::OnOutOfMemory::__l2::void <lambda>(void)::__l27::<lambda_96d8046d44123cb81654a8bdfef218a3>::()::__l9::<lambda_3715f0932e3b031712bbb735008c94c0>::operator()() Line 221	C++
 	[Inline Frame] UnrealEditor-Core.dll!FGenericPlatformMemory::OnOutOfMemory::__l2::void <lambda>(void)::__l27::<lambda_96d8046d44123cb81654a8bdfef218a3>::operator()(const FLogCategoryLogMemory &) Line 221	C++
 	UnrealEditor-Core.dll!DispatchCheckVerify<void,<lambda_96d8046d44123cb81654a8bdfef218a3>,FLogCategoryLogMemory,wchar_t [79],unsigned __int64,unsigned int,wchar_t [256]>(FGenericPlatformMemory::OnOutOfMemory::__l2::void <lambda>(void)::__l27::<lambda_96d8046d44123cb81654a8bdfef218a3> && Inner, const FLogCategoryLogMemory & <Args_0>, const wchar_t[79] & <Args_1>, const unsigned __int64 & <Args_2>, const unsigned int & <Args_3>, const wchar_t[256] & <Args_4>) Line 169	C++
 	UnrealEditor-Core.dll!FGenericPlatformMemory::OnOutOfMemory::__l2::<lambda>() Line 222	C++
 	UnrealEditor-Core.dll!FGenericPlatformMemory::OnOutOfMemory(unsigned __int64 Size, unsigned int Alignment) Line 224	C++
 	UnrealEditor-Core.dll!FMallocMimalloc::OutOfMemory(unsigned __int64 Size, unsigned int Alignment) Line 50	C++
 	UnrealEditor-Core.dll!FMallocMimalloc::Realloc(void * Ptr, unsigned __int64 NewSize, unsigned int Alignment) Line 133	C++
 	UnrealEditor-Core.dll!FMemory::Realloc(void * Original, unsigned __int64 Count, unsigned int Alignment) Line 56	C++
 	[Inline Frame] UnrealEditor-Core.dll!TSizedHeapAllocator<32>::ForAnyElementType::ResizeAllocation(int) Line 553	C++
 	[Inline Frame] UnrealEditor-Core.dll!TArray<FExpressionToken,TSizedDefaultAllocator<32>>::AllocatorResizeAllocation(int) Line 2735	C++
 	UnrealEditor-Core.dll!TArray<FExpressionToken,TSizedDefaultAllocator<32>>::ResizeGrow(int OldNum) Line 2782	C++
 	[Inline Frame] UnrealEditor-Core.dll!TArray<FExpressionToken,TSizedDefaultAllocator<32>>::AddUninitialized(int) Line 1331	C++
 	[Inline Frame] UnrealEditor-Core.dll!TArray<FExpressionToken,TSizedDefaultAllocator<32>>::Emplace(const FStringToken &) Line 1969	C++
 	UnrealEditor-Core.dll!FExpressionTokenConsumer::Add(const FStringToken & SourceToken, FExpressionNode && Node) Line 277	C++
 	[Inline Frame] UnrealEditor-Core.dll!TextFormatTokens::ParseLiteral(const FTextFormatPatternDefinition & InPatternDef, FExpressionTokenConsumer &) Line 305	C++
 	UnrealEditor-Core.dll!FTextFormatPatternDefinition::{ctor}::__l2::<lambda>(FExpressionTokenConsumer & Consumer) Line 902	C++
 	[Inline Frame] UnrealEditor-Core.dll!Invoke(FTextFormatPatternDefinition::{ctor}::__l2::TOptional<FExpressionError> <lambda>(FExpressionTokenConsumer &) &) Line 47	C++
 	UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<TOptional<FExpressionError> <lambda>(FExpressionTokenConsumer &),TOptional<FExpressionError> __cdecl(FExpressionTokenConsumer &)>::Call(void * Obj, FExpressionTokenConsumer & <Params_0>) Line 539	C++
 	[Inline Frame] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,TOptional<FExpressionError> __cdecl(FExpressionTokenConsumer &)>::operator()(FExpressionTokenConsumer &) Line 676	C++
 	UnrealEditor-Core.dll!FTokenDefinitions::ConsumeToken(FExpressionTokenConsumer & Consumer) Line 311	C++
 	[Inline Frame] UnrealEditor-Core.dll!FTokenDefinitions::ConsumeTokens(FExpressionTokenConsumer &) Line 335	C++
 	UnrealEditor-Core.dll!ExpressionParser::Lex(const wchar_t * InExpression, const FTokenDefinitions & TokenDefinitions) Line 637	C++
 	UnrealEditor-Core.dll!FTextFormatData::Compile_NoLock() Line 678	C++
 	UnrealEditor-Core.dll!FTextFormatData::FTextFormatData(FText && InText, TSharedRef<FTextFormatPatternDefinition const ,1> InPatternDef) Line 624	C++
 	UnrealEditor-Core.dll!FTextFormat::FTextFormat(const FText & InText) Line 544	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2174	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2187	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2187	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2187	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2206	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2171	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::PopulateChildren(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2263	C++
 	UnrealEditor-UnrealEd.dll!FPropertyInstanceInfo::FindOrMake(FPropertyInstanceInfo::FPropertyInstance PropertyInstance, TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0>> & VisitedNodes) Line 2148	C++
 	UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::GetDebugInfoInternal(TSharedPtr<FPropertyInstanceInfo,1> & DebugInfo, const FProperty * Property, const void * PropertyValue) Line 1954	C++
 	UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::GetDebugInfo(TSharedPtr<FPropertyInstanceInfo,1> & OutDebugInfo, UBlueprint * Blueprint, UObject * ActiveObject, const UEdGraphPin * WatchPin) Line 1710	C++
 	UnrealEditor-GraphEditor.dll!SGraphNodeK2Base::GetNodeInfoPopups(FNodeInfoContext * Context, TArray<FGraphInformationPopupInfo,TSizedDefaultAllocator<32>> & Popups) Line 568	C++
 	UnrealEditor-GraphEditor.dll!SGraphPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 224	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SOverlay::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 200	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-Slate.dll!SBox::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 293	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-Slate.dll!SBorder::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 129	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SOverlay::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 200	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-SlateCore.dll!SPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 12	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-Slate.dll!SSplitter::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 254	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-Slate.dll!SSplitter::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 254	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-SlateCore.dll!SPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 12	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SOverlay::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 200	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-SlateCore.dll!SPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 12	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-Slate.dll!SBorder::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 129	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SOverlay::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 200	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-SlateCore.dll!SPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 12	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-Slate.dll!SSplitter::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 254	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-SlateCore.dll!SPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 12	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SOverlay::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 200	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-SlateCore.dll!SPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 12	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SPanel::PaintArrangedChildren(const FPaintArgs & Args, const FArrangedChildren & ArrangedChildren, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 31	C++
 	UnrealEditor-SlateCore.dll!SPanel::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 12	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SOverlay::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 200	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SCompoundWidget::OnPaint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 46	C++
 	UnrealEditor-SlateCore.dll!SWidget::Paint(const FPaintArgs & Args, const FGeometry & AllottedGeometry, const FSlateRect & MyCullingRect, FSlateWindowElementList & OutDrawElements, int LayerId, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 1543	C++
 	UnrealEditor-SlateCore.dll!SWindow::PaintSlowPath(const FSlateInvalidationContext & Context) Line 2073	C++
 	UnrealEditor-SlateCore.dll!FSlateInvalidationRoot::PaintInvalidationRoot(const FSlateInvalidationContext & Context) Line 399	C++
 	UnrealEditor-SlateCore.dll!SWindow::PaintWindow(double CurrentTime, float DeltaTime, FSlateWindowElementList & OutDrawElements, const FWidgetStyle & InWidgetStyle, bool bParentEnabled) Line 2105	C++
 	UnrealEditor-Slate.dll!FSlateApplication::DrawWindowAndChildren(const TSharedRef<SWindow,1> & WindowToDraw, FDrawWindowArgs & DrawWindowArgs) Line 1106	C++
 	UnrealEditor-Slate.dll!FSlateApplication::DrawWindowAndChildren(const TSharedRef<SWindow,1> & WindowToDraw, FDrawWindowArgs & DrawWindowArgs) Line 1158	C++
 	UnrealEditor-Slate.dll!FSlateApplication::PrivateDrawWindows(TSharedPtr<SWindow,1> DrawOnlyThisWindow) Line 1338	C++
 	UnrealEditor-Slate.dll!FSlateApplication::DrawWindows() Line 1060	C++
 	UnrealEditor-Slate.dll!FSlateApplication::TickAndDrawWidgets(float DeltaTime) Line 1625	C++
 	UnrealEditor-Slate.dll!FSlateApplication::Tick(ESlateTickType TickType) Line 1482	C++
 	UnrealEditor-Slate.dll!FSlateApplication::EnterDebuggingMode() Line 3523	C++
 	UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::AttemptToBreakExecution(UBlueprint * BlueprintObj, const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info, UEdGraphNode * NodeStoppedAt, int DebugOpcodeOffset) Line 738	C++
 	UnrealEditor-UnrealEd.dll!FKismetDebugUtilities::OnScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 368	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void(*)(const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 47	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(*)(const UObject *, const FFrame &, const FBlueprintExceptionInfo &) &) Line 324	C++
 	UnrealEditor-UnrealEd.dll!TBaseStaticDelegateInstance<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe(const UObject * <Params_0>, const FFrame & <Params_1>, const FBlueprintExceptionInfo & <Params_2>) Line 731	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!TMulticastDelegate<void __cdecl(UObject const *,FFrame const &,FBlueprintExceptionInfo const &),FDefaultDelegateUserPolicy>::Broadcast(const UObject *) Line 967	C++
 	UnrealEditor-CoreUObject.dll!FBlueprintCoreDelegates::ThrowScriptException(const UObject * ActiveObject, const FFrame & StackFrame, const FBlueprintExceptionInfo & Info) Line 186	C++
 	UnrealEditor-CoreUObject.dll!UObject::execTracepoint(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 2285	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1170	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912	C++
 	UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1022	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2871	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1143	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1143	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1170	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912	C++
 	UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1022	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2871	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 912	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1143	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 422	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1082	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1170	C++
 	UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5912	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2003	C++
 	[Inline Frame] UnrealEditor-UMG.dll!TScriptDelegate<FWeakObjectPtr>::ProcessDelegate(void *) Line 247	C++
 	UnrealEditor-UMG.dll!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>(void * Parameters) Line 488	C++
 	[Inline Frame] UnrealEditor-UMG.dll!FOnButtonClickedEvent_DelegateWrapper(const TMulticastScriptDelegate<FWeakObjectPtr> &) Line 17	C++
 	[Inline Frame] UnrealEditor-UMG.dll!FOnButtonClickedEvent::Broadcast() Line 17	C++
 	UnrealEditor-UMG.dll!UButton::SlateHandleClicked() Line 228	C++
 	[Inline Frame] UnrealEditor-UMG.dll!Invoke(FReply(UButton::*)()) Line 66	C++
 	[Inline Frame] UnrealEditor-UMG.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(UButton::*)() &) Line 324	C++
 	UnrealEditor-UMG.dll!TBaseUObjectMethodDelegateInstance<0,UButton,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 594	C++
 	[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 588	C++
 	UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 464	C++
 	UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 389	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4961	C++
 	UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &)>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 405	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 4947	C++
 	UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5495	C++
 	UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5460	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2210	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2699	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1078	C++
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 910	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 916	C++
 	[External Code]	
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 109	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 138	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5139	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 62	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 183	C++
 	UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272	C++
 	UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330	C++
 	[External Code]	

Does anyone else experience this or have a fix?

6 Likes

I also have this problem in many blueprints. 32gb Ram, i7, rtx3080.
Once i try to debug something while playing it stuck and have to force close it on Task Manager. Sometimes just by playing, sometimes by hovering the mouse above a variable. Especially if i hover on a variable to see its value its over, UE5 eats all the memory and freezes forever

2 Likes

Guess this is going to get no attention have to deal with a broken ue5 until next release at least…

1 Like

In my thought, this is maybe simmilar with that.

This happen after I expand a item of BP in Data Flow tab of Blueprint Debugger user interface in editor.
It’s not happen if I hide or close Data Flow tab. So I think this happens in process of update slate.
At now, my workaround is - not using and keeping turn off the Data Flow tab of the Blueprint Debugger.

This sequence to update tree to display properties of selected BP, seems to be called in every tick.

When I check this through Unreal Insights, it takes over 4 seconds, at every frame.

This makes me very hard to debug BP.

I’m trying to make small reproduce. I will write about it soon.

[Inlined] FGenericPlatformMemory::OnOutOfMemory::__l2::<lambda_76842fc48328e3796b4183801ebb3c28>::()::__l27::<lambda_f9a1b92a1244bafd664c7d0aa874b16e>::operator()(const FLogCategoryLogMemory &,const wchar_t (&)[79],const unsigned long long &,const unsigned int &,const wchar_t (&)[256]) GenericPlatformMemory.cpp:221
DispatchCheckVerify<void,<lambda_f9a1b92a1244bafd664c7d0aa874b16e>,FLogCategoryLogMemory,wchar_t [79],unsigned __int64,unsigned int,wchar_t [256]>(<lambda_f9a1b92a1244bafd664c7d0aa874b16e> &&,const FLogCategoryLogMemory &,const wchar_t (&)[79],const unsigned long long &,const unsigned int &,const wchar_t (&)[256]) AssertionMacros.h:169
<lambda_76842fc48328e3796b4183801ebb3c28>::operator()() GenericPlatformMemory.cpp:221
FGenericPlatformMemory::OnOutOfMemory(unsigned long long,unsigned int) GenericPlatformMemory.cpp:224
FMallocMimalloc::OutOfMemory(unsigned long long,unsigned int) MallocMimalloc.h:50
FMallocMimalloc::Malloc(unsigned long long,unsigned int) MallocMimalloc.cpp:66
FMemory::Malloc(unsigned long long,unsigned int) FMemory.inl:30
[Inlined] SharedPointerInternals::NewIntrusiveReferenceController(FPropertyInstanceInfo::FPropertyInstance &) SharedPointerInternals.h:413
[Inlined] MakeShared(FPropertyInstanceInfo::FPropertyInstance &) SharedPointer.h:2073
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2142
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2195
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2195
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2195
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2214
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FPropertyInstanceInfo::PopulateChildren(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2271
FPropertyInstanceInfo::FindOrMake(FPropertyInstance,TMap<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FPropertyInstanceInfo::FPropertyInstance,TSharedPtr<FPropertyInstanceInfo,1>,0> > &) KismetDebugUtilities.cpp:2147
FKismetDebugUtilities::GetDebugInfoInternal(TSharedPtr<FPropertyInstanceInfo,1> &,const FProperty *,const void *) KismetDebugUtilities.cpp:1954
FSelfWatchLineItem::GatherChildren(TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &,const FString &,bool) SKismetDebugTreeView.cpp:1230
SKismetDebugTreeView::OnGetChildren(TSharedPtr<FDebugLineItem,1>,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &) SKismetDebugTreeView.cpp:3099
[Inlined] Invoke(void (SKismetDebugTreeView::*)(TSharedPtr<FDebugLineItem,1>, TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &),SKismetDebugTreeView *&,TSharedPtr<FDebugLineItem,1> &,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &) Invoke.h:66
[Inlined] UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int> >::ApplyAfter(void (SKismetDebugTreeView::*&)(TSharedPtr<FDebugLineItem,1>, TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &),SKismetDebugTreeView *&,TSharedPtr<FDebugLineItem,1> &,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &) Tuple.h:324
TBaseSPMethodDelegateInstance<0,SKismetDebugTreeView,1,void __cdecl(TSharedPtr<FDebugLineItem,1>,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &),FDefaultDelegateUserPolicy>::Execute(TSharedPtr<FDebugLineItem,1>,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &) DelegateInstancesImpl.h:290
[Inlined] TDelegate<void __cdecl(TSharedPtr<FDebugLineItem,1>,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &),FDefaultDelegateUserPolicy>::Execute(TSharedPtr<FDebugLineItem,1>,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &) DelegateSignatureImpl.inl:588
STreeView<TSharedPtr<FDebugLineItem,1> >::PopulateLinearizedItems(const TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &,TArray<FItemInfo,TSizedDefaultAllocator<32> > &,TBitArray<FDefaultBitArrayAllocator>,TSet<TSharedPtr<FDebugLineItem,1>,DefaultKeyFuncs<TSharedPtr<FDebugLineItem,1>,0>,FDefaultSetAllocator> &,TMap<TSharedPtr<FDebugLineItem,1>,FSparseItemInfo,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TSharedPtr<FDebugLineItem,1>,FSparseItemInfo,0> > &,bool,int) STreeView.h:627
STreeView<TSharedPtr<FDebugLineItem,1> >::PopulateLinearizedItems(const TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &,TArray<TSharedPtr<FDebugLineItem,1>,TSizedDefaultAllocator<32> > &,TArray<FItemInfo,TSizedDefaultAllocator<32> > &,TBitArray<FDefaultBitArrayAllocator>,TSet<TSharedPtr<FDebugLineItem,1>,DefaultKeyFuncs<TSharedPtr<FDebugLineItem,1>,0>,FDefaultSetAllocator> &,TMap<TSharedPtr<FDebugLineItem,1>,FSparseItemInfo,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TSharedPtr<FDebugLineItem,1>,FSparseItemInfo,0> > &,bool,int) STreeView.h:660
STreeView<TSharedPtr<FDebugLineItem,1> >::Tick(const FGeometry &,const double,const float) STreeView.h:544
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1436
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SBorder::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SBorder.cpp:129
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SOverlay::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SOverlay.cpp:200
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SOverlay::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SOverlay.cpp:200
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SBorder::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SBorder.cpp:129
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SBorder::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SBorder.cpp:129
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SOverlay::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SOverlay.cpp:200
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SOverlay::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SOverlay.cpp:200
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SBorder::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SBorder.cpp:129
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SOverlay::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SOverlay.cpp:200
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SSplitter::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SSplitter.cpp:252
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SOverlay::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SOverlay.cpp:200
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SPanel::PaintArrangedChildren(const FPaintArgs &,const FArrangedChildren &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:30
SPanel::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SPanel.cpp:12
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SOverlay::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SOverlay.cpp:200
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SCompoundWidget::OnPaint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SCompoundWidget.cpp:46
SWidget::Paint(const FPaintArgs &,const FGeometry &,const FSlateRect &,FSlateWindowElementList &,int,const FWidgetStyle &,bool) SWidget.cpp:1543
SWindow::PaintSlowPath(const FSlateInvalidationContext &) SWindow.cpp:2065
FSlateInvalidationRoot::PaintInvalidationRoot(const FSlateInvalidationContext &) SlateInvalidationRoot.cpp:399
SWindow::PaintWindow(double,float,FSlateWindowElementList &,const FWidgetStyle &,bool) SWindow.cpp:2102
FSlateApplication::DrawWindowAndChildren(const TSharedRef<SWindow,1> &,FDrawWindowArgs &) SlateApplication.cpp:1106
FSlateApplication::PrivateDrawWindows(TSharedPtr<SWindow,1>) SlateApplication.cpp:1338
FSlateApplication::DrawWindows() SlateApplication.cpp:1060
FSlateApplication::TickAndDrawWidgets(float) SlateApplication.cpp:1622
FSlateApplication::Tick(ESlateTickType) SlateApplication.cpp:1482
FEngineLoop::Tick() LaunchEngineLoop.cpp:5324
[Inlined] EngineTick() Launch.cpp:62
GuardedMain(const wchar_t *) Launch.cpp:185
GuardedMainWrapper(const wchar_t *) LaunchWindows.cpp:147
LaunchWindowsStartup(HINSTANCE__ *,HINSTANCE__ *,char *,int,const wchar_t *) LaunchWindows.cpp:283
WinMain(HINSTANCE__ *,HINSTANCE__ *,char *,int) LaunchWindows.cpp:330
[Inlined] invoke_main() 0x00007ff7105a8736
__scrt_common_main_seh() 0x00007ff7105a8715
<unknown> 0x00007ffb0b377034
<unknown> 0x00007ffb0c722651

I think its being tracked here and unfortunately we have to wait to 5.1 to get such a critical bug fixed. UE-145543

I’m investigating these functions, but with my short knowledge of c++, I don’t know where to go further.

  • SKismetDebugTreeView::OnGetChildren()
  • FSelfWatchLineItem::GatherChildren()
  • FKismetDebugUtilities::GetDebugInfoInternal()
  • FPropertyInstanceInfo::FindOrMake()
  • FPropertyInstanceInfo::PopulateChildren()

With long length of container, like TArray or TMap, I can see the repeating of FPropertyInstanceInfo::FindOrMake() and FPropertyInstanceInfo::PopulateChildren(). Then hitch is appeared.

1 Like

Here is what I’ve been digging in this whole week.

Summary

  • If there is a container(TArray, TMap, Tset) with very many items (in my case, over 1,000~10,000) that visible in Blueprint,
  • or, if too many properties in Blueprint, specially with struct that have many properties
  • or, if Blueprint has a reference to Blueprint like that I said above,
  • if you use Blueprint debugging functionary,
  • hitch or freezing or crash of editor may happen, because of out of memory.
  • Because at every tick, Blueprint Debugger read every single Blueprint visible items of container and Blueprint visible properties in the classes and structs that has item set as watching value, not only properties set as watching value.
  • Updated: By applying meta keyword “DebugTreeLeaf” to UCLASS (in c++), It is possible to prevent spreading of those recursive function calling to read properties. This could not be complete solution, but it could make problem less harmful. I will comment about this at last chapter of this post.

Detail

  • If there is some property to display by Blueprint debugging functionary of the Unreal Engine, Those functions are called.
    • FKismetDebugUtilities::GetDebugInfoInternal
    • FPropertyInstanceInfo::FindOrMake
    • FPropertyInstanceInfo::PopulateChildren
    • And, FPropertyInstanceInfo::PopulateChildren call these
      • FPropertyInstanceInfo::FindOrMake Again,
      • And FPropertyInstanceInfo::PopulateChildren Again…
      • It happen recursively, for all Blueprint-visible properties referenced.
        • This includes each items in containers like TArray, TMap, TSet,
        • This includes each properties of UStruct, too.
  • If there is some reference between instances of BP or c++ class with blueprint visible property, this process could be spreading upon all related things.
  • This is called at every single tick.
    • Because I wondered why this is not happened before, I checked UE 4.27.
      In 4.27, properties were displayed at only PIE is paused. It was not real time.

Example

I made small project to reproduce this:
GitHub - cutycutyhyaline/BPDebugReproduce

This is BP_Sub.

  • This has TMap with integer and struct HitResult, named “BP_Sub_TMap”.
  • At the event BeginPlay, it add 1000 items in this TMap.
    • Why I choose HitResult is, this has many properties.
      I think it will be good example for this.
    • If 1000 is too heavy or too light to your computer, adjust it.

This is BP_Main.

  • TestVarToWatch is just integer variable to example as Watching value.
    Please remember I set this as watching.
  • At Event BeginPlay, BP_Main spawn a instance of BP_Sub, and store it in its reference variable, (named “RefSub”)
  • I will comment later about BP_the_Other.

Turn on Hitches and UnitGraph in viewport stat display.

And Turn on Data Flow tab, in the Blueprint Debugger.
You can this with “Window” menu in Blueprint debugger.
After that, run PIE. At now, everything is ok.


Expand BP_Main in Data Flow tab, of Blueprint Debugger.
Blueprint Debugger start to display the value of integer variable, set as watching value above.
With it, hitch is started.


This is FPropertyInstanceInfo::PopulateChildren, I commented in the Overview above.
Path is : Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetDebugUtilities.cpp

  • It has branching based on if statement, by UObject, TArray, UStruct, TMap, and TSet.
  • I set the breakpoint at code which is checking TMap, line 2202.
  • And this breakpoint hit.
  • Please remember I expanded the instance of “BP_Main”, in Blueprint Debugger.
    • But this breakpoint hit because “BP_Sub_TMap”.
    • This is the property of BP_Sub, not property of “BP_Main”.


In call stack, this process is started with BP_Main, and,


RefSub, this is property of BP_Main, reference for BP_Sub,


And it reached BP_Sub_TMap, the property of BP_Sub.

And If you press the Continue button in the visual studio,
you can see the breakpoint is hit at every tick.

I think, “Ok, If I does not touch anything in the Data Flow tab of Blueprint Debugger UI, It will be ok.”. But it was wrong. Let’s see “BP_TheOther”

This is BP_TheOther. It is varibale to reference BP_Main, It can be set at spawn. Except this variable and static mesh of sphere to identify existance, there is nothing.

In Blueprint editor of BP_Main, after spawn, store the spawned BP_TheOther in another reference variable. And then, Set it as Watching Value, named “RefTheOther”


In Blueprint editor, select BP_Main as debug object instance.


If I run PIE, and keep “RefTheOther” node visible, you can see that editor become very slow.

  • Please remember I did not expand any item in Data Flow tab in Blueprint Debugger.


If you set breakpoint in FPropertyInstanceInfo::PopulateChildren , It will be hit.

Comments

  • This made me very scary at first. But after for a while, I thought that this might be necessary and might be needed and be intended if there is need to check properties of BP in real time.

  • If it is possible, it seems be needed the option that "Just show variables set as watching value, exclude instance “self” node of the Blueprint instances. Of course, “exclude” means exclude the process of iterating all properties of BP. In the Data Flow tab of the Blueprint Debugger UI, and Blueprint Editor, both.

  • To be honest, still I don’t know this is bug or intended behavior.

  • I’m developing turn based strategy game with hex grid. There are many BP classes with long length containers. And they referenced with each other very often. With this, I’m having a tough problem. These are options what I can think now:

    • Just being careful when using Blueprint debugging functionality.
    • Hide all those large containers against Blueprint. If I need to debug, use c++.
      • Wow. It hurts and painful. For some too large containers I did this, already. But in sometimes, I want to handle those on Blueprint for fast iteration.
    • Time has come. Modify source code and make my own build of engine. (It hurts too)
    • And else? Please advise me.
  • Note: To avoid infinity loop by circular reference, there is checking process in FKismetDebugUtilities::GetDebugInfoInternal.

    • This process is based on local variable TMap<FPropertyInstanceInfo::FPropertyInstance, TSharedPtr> VisitedNodes in FKismetDebugUtilities::GetDebugInfoInternal.
    • If property is in this TMap, the engine continue to next property. if there is not in TMap, Property is added to TMap.
    • So this seems not about circular reference. Anyway, this means allocation in the TMap once for each properties. I’m suspecting this process makes the other memory overhead.
  • This issue seems based on same thing, but It could had more thing. This issue could be based on that recursively calling function through all Blueprint visible properties - specially items in container - what I said above. This could be also, about creating and destroying widget. In addition, I want to comment the steps to reproduce in that issue, must be corrected. “7. Add a Variable of type Color (Structure>Color) named ‘Colors’” In this line, ‘Colors’ must be TArray. Just single FColor variable can not have the length.

Thank you.

Added: meta keyword “DebugTreeLeaf”

FPropertyInstanceInfo::PopulateChildren has the codes :

if (UObject* ResolvedObject = Object.Get())
{
	if (ResolvedObject->GetClass()->HasMetaDataHierarchical("DebugTreeLeaf"))
	{
		return;
	}
}

So, by making a class like below, and changing the parent of Blueprint class, You can prevent to spreading of these recursive function calling chain between classes.

UCLASS(BlueprintType, Blueprintable, meta = (DebugTreeLeaf))
class REPRODUCEBASE_API ADebugTreeLeafActor : public AActor
{
	GENERATED_BODY()
	
public:	
...

But this is some kind of first aid. Not complete solution. It need c++, so this could not the solution of Blueprint, in principle. Furthermore, This way can not stop spreading of recursive function calling chains between structs and containers. If you debug directly some blueprint that has many properties, or blueprint that have container with many items, problem still happens.

2 Likes

I will try this right away and see if this work if so you sir deserve a medal of honor lol. This has been plaguing my project to the point its cost me hours of development because of how slow i can debug things and get through code in my project. Even locking up my PC sometimes due to the severe leaks by the editor.

Its been here since they released ue5 officially which is a shame because it was NOT there during the main branch and it seems like they snuck in some untested functionality and left it there for people who use BP to rot. I hope things get better with 5.1 because most of the UI changes have been a huge regression in my eyes in terms of being able to develop compared to 4.27.

Edit:
Can you clarify what you did actuallly did you comment out FPrpertyInstanceInfo or you did something else. Thought you modified the code where you mentioned DebugTreeLeaf but it seems unmodified.

1 Like

I’m sorry. My comment was insufficient . I exhausted, so I layed off a while.

DebugTreeLeaf is not complete solution for this problem. It prevent spreading those recursive function call chain, between classes. I worried it block all blueprint debugging functionality, but that was not. The other Blueprint debugging functionallity was run well with class that has DebugTreeLeaf as metadata. What I did is making class below, and change parent of Bluerpint classes with this.

UCLASS(BlueprintType, Blueprintable, meta = (DebugTreeLeaf))
class REPRODUCEBASE_API ADebugTreeLeafActor : public AActor
{
	GENERATED_BODY()
	
public:	

Still, using directly Blueprint debugging functionallity at class that has container with many items, or at class(or struct) with many properties will make problem. I thought stop this spreading of calling between classes and structs is half of success. So I said like that. I want to say again that I’m sorry that my comment was insufficient.

At now, I will consider put that meta data into all my base c++ classes of Blueprint. This work will be not small, but not too large. Just it makes me headache.

In addition, I’m thinking about wrapping with USTRUCT some large containers, and put DebugTreeLeaf to that USTRUCT. But it seems not good idea, also. This is failed.

1 Like

Ah… code of handling USTRUCT does not have things about DebugTreeLeaf. It could be applied UObject only. Crying

I posted about this, with feature request tag and bug tag : [FEATURE REQUEST] or [Bug] Blueprint Debugger could make editor freeze or crash

Anyway, I still wonder. why in every single tick? why for every single properties, even in struct and containers? why for every items which did not expanded in UI? (this is most curious) for what cirsumstances?

you can try to clean your DerivedDataCache and Saved folder.

Ya unfortunately that doesn’t do anything. I tested across different PCs and projects and same issue.

This is STILL not fixed in 5.1 at least not in preview…

Is the bug present when building in Linux or macOS?

Its not a build issue its an editor problem (happens when using launcher or compiled c++ version)… I would assume its present on any OS but I only use windows. Opened preview version in editor and it still happened on a new project.

I am also having severe memory leak with debugger. I would like to use this engine, but the effective loss of a debugger is making me consider cutting my losses and moving to an engine that supports effective game development.

1 Like

Looks like the bug tracker (hoping thats the same bug as this) is saying its fixed in 5.2 so have to wait for another release for this pretty crippling bug.

1 Like

See that the the preview for 5.2 was checked in but the issue is still there. This commit doesn’t fix the issue @UE-145543, which is very frustrating to wait that long and it still memory leaks.

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I tried merging the 5.2 fix and it still didn’t fix all the issues with circular references.

I’ve hacked it for my build:
KismetDebugUtilities.cpp top of ::FindOrMake

// wait to populate children until after inserting into VisitedNodes.
	// this way we will catch circular references
	TSharedPtr<FPropertyInstanceInfo> DebugInfo = MakeShared<FPropertyInstanceInfo>(PropertyInstance);

... new code here
	static const int MaxDepth = 10;
	if (VisitedNodes.Num() > MaxDepth)
	{
		return DebugInfo;
	}
... end new code

This just means you don’t see deep debug info in the debug info popup you get when hovering. It was traversing a huge reference stack before this hack which took 1 minute or so.

A better temporary solution is to limit the recursion - pass a depth variable into the function by reference to monitor the stack depth and limit by this.

1 Like