UnrealEditor-AssetRegistry.dll!UE::AssetRegistry::Utils::EnumerateMemoryAssetsHelper::__l2::<lambda_1>::operator()(const UObject * Obj, UE::AssetRegistry::Utils::EnumerateMemoryAssetsHelper::__l2::FFilterData & FilterData) Line 2163 C++
UnrealEditor-AssetRegistry.dll!UE::AssetRegistry::Utils::EnumerateMemoryAssetsHelper(const FARCompiledFilter & InFilter, TSet<FName,DefaultKeyFuncs<FName,0>,FDefaultSetAllocator> & OutPackageNamesWithAssets, bool & bOutStopIteration, TFunctionRef<bool __cdecl(UObject const *,FAssetData &&)> Callback, bool bSkipARFilteredAssets) Line 2300 C++
UnrealEditor-AssetRegistry.dll!UE::AssetRegistry::Utils::EnumerateMemoryAssets(const FARCompiledFilter & InFilter, TSet<FName,DefaultKeyFuncs<FName,0>,FDefaultSetAllocator> & OutPackageNamesWithAssets, bool & bOutStopIteration, FWindowsRWLock & InterfaceLock, const FAssetRegistryState & GuardedDataState, TFunctionRef<bool __cdecl(FAssetData &&)> Callback, bool bSkipARFilteredAssets) Line 2326 C++
UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::GetAssets(const FARFilter & InFilter, TArray<FAssetData,TSizedDefaultAllocator<32>> & OutAssetData, bool bSkipARFilteredAssets) Line 2019 C++
UnrealEditor-AssetRegistry.dll!UAssetRegistryImpl::GetAssetsByPath(FName PackagePath, TArray<FAssetData,TSizedDefaultAllocator<32>> & OutAssetData, bool bRecursive, bool bIncludeOnlyOnDiskAssets) Line 1906 C++
UnrealEditor-Engine.dll!UConsole::BuildRuntimeAutoCompleteList::__l29::<lambda_1>::operator()(TArray<FString,TSizedDefaultAllocator<32>> & OutPackages, const FString & InPath) Line 295 C++
UnrealEditor-Engine.dll!UConsole::BuildRuntimeAutoCompleteList(bool bForce) Line 322 C++
UnrealEditor-RenamePIECheck.dll!ARenameableActor::ForceBuildAutocompleteList() Line 50 C++
UnrealEditor-CoreUObject.dll!UObject::execCallMathFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1075 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477 C++
UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1206 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1304 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6762 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2142 C++
UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1082 C++
UnrealEditor-Engine.dll!FLatentActionManager::TickLatentActionForObject(float DeltaTime, TMultiMap<int,FPendingLatentAction *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,FPendingLatentAction *,1>> & ObjectActionList, UObject * InObject) Line 314 C++
UnrealEditor-Engine.dll!FLatentActionManager::ProcessLatentActions(UObject * InObject, float DeltaTime) Line 208 C++
UnrealEditor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 1500 C++
UnrealEditor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1476 C++
UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 233 C++
UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 278 C++
UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1258 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 863 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 758 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 649 C++
[Inline Frame] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2066 C++
UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 2120 C++
UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 556 C++
UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1583 C++
UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 772 C++
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1499 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1937 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 538 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5863 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 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++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++