I tried to launch my new packaged game on my PC, I enabled the crash reporter before packaging and exporting and it makes it appear the following crash report context, as it is called:
If you’d packaged “development” version instead of shipping, you’d have a function names instead of just project name. At this point you still can open UEMinidump.dmp file with visual studio to see them.
But judging by depth of callstack, it’s an infinitive loop(recursion) somewhere in your code.
Unfortunately you need project sources to make use of *.dmp, which sometimes isn’t a thing you’d wish to share.
The simplest way would be to repackage project in development(or debuggame) configuration with debug symbols included (they are included by default in those configurations) and catch a crash here.
You can also check your *.log file, probably there is can be a BP call stack here, but also not sure if it’s here in shipping and if your problem in BP code or c++ one
If problem can be reproduced in editor then you can run editor with debugger attached (open c++ project and start editor from here). If not, then running standalone exe with debugger attached is also possible, but a bit harder.
If it’s BP problem and editor-reproducable, then check error messages, there also can be some info about where it happend
Either way, for futher reading you can google “ue5 c++ debugging” or “ue5 blueprint debugging” depending on where the problem is likely is