It’s not a blocker and it doesn’t seem to cause further issues. I just wanted to check if this is a known issue and if there’s a known workaround.
Here’s the callstack:
> [Inline Frame] UnrealEditor-Engine.dll!TSparseArray<TSetElement<TTuple<FObjectKey,FVisualLogEntry>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::TRangedForIterator::!=::__l2::<lambda_1>::operator()() Line 976 C++
[Inline Frame] UnrealEditor-Engine.dll!TSparseArray<TSetElement<TTuple<FObjectKey,FVisualLogEntry>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::TRangedForIterator::operator!=(const TSparseArray<TSetElement<TTuple<FObjectKey,FVisualLogEntry>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::TRangedForIterator &) Line 976 C++
[Inline Frame] UnrealEditor-Engine.dll!TSet<TTuple<FObjectKey,FVisualLogEntry>,TDefaultMapHashableKeyFuncs<FObjectKey,FVisualLogEntry,0>,FDefaultSetAllocator>::TBaseIterator<0,1>::operator!=(const TSet<TTuple<FObjectKey,FVisualLogEntry>,TDefaultMapHashableKeyFuncs<FObjectKey,FVisualLogEntry,0>,FDefaultSetAllocator>::TBaseIterator<0,1> &) Line 1635 C++
[Inline Frame] UnrealEditor-Engine.dll!TMapBase<FObjectKey,FVisualLogEntry,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FObjectKey,FVisualLogEntry,0>>::TBaseIterator<0,1>::operator!=(const TMapBase<FObjectKey,FVisualLogEntry,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FObjectKey,FVisualLogEntry,0>>::TBaseIterator<0,1> &) Line 862 C++
UnrealEditor-Engine.dll!FVisualLogger::FlushThreadsEntries() Line 614 C++
UnrealEditor-Engine.dll!FVisualLogger::Flush() Line 634 C++
UnrealEditor-Engine.dll!FVisualLogger::Cleanup(UWorld * OldWorld, bool bReleaseMemory) Line 853 C++
UnrealEditor-Engine.dll!UWorld::CleanupWorldInternal(bool bSessionEnded, bool bCleanupResources, bool bWorldChanged) Line 5519 C++
UnrealEditor-Engine.dll!UWorld::CleanupWorld(bool bSessionEnded, bool bCleanupResources, UWorld * NewWorld) Line 5446 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::TeardownPlaySession(FWorldContext & PieWorldContext) Line 879 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::EndPlayMap() Line 343 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2348 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 6041 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 180 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++
[External Code]
Thanks