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UE 4.18 Crash - UE4-Editor.dll

Hey, We are getting a weird crash and cannot see and user made code within the output of the error. UE4Editor-Core.dll!rml::internal::ExtMemoryPool::initTLS(void) Unknown Non-user code. Symbols loaded. UE4Editor-Core.dll!scalable_realloc() Unknown Non-user code. Symbols loaded. > UE4Editor-Core.dll!FMallocTBB::Realloc(void Ptr, unsigned __int64 NewSize, unsigned int Alignment) Line 105 C++ Symbols loaded. UE4Editor-Core.dll!FMemory::Realloc(void Original, unsigned int64 Count, unsigned int Alignment) Line 48 C++ Symbols loaded. [Inline Frame] UE4Editor-Core.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation(int) Line 373 C++ Symbols loaded. UE4Editor-Core.dll!TArray ::ResizeGrow(int OldNum) Line 2244 C++ Symbols loaded. [Inline Frame] UE4Editor-Core.dll!TArray ::AddUninitialized(int) Line 1198 C++ Symbols loaded. [Inline Frame] UE4Editor-Core.dll!FString::{ctor}(const wchar_t ) Line 140 C++ Symbols loaded. UE4Editor-Core.dll!FStatsUtils::ToEscapedFString(const wchar_t Source) Line 2092 C++ Symbols loaded. UE4Editor-Core.dll!FStatNameAndInfo::ToLongName(FName InStatName, const char InGroup, const char InCategory, const wchar_t InDescription) Line 734 C++ Symbols loaded. [Inline Frame] UE4Editor-Core.dll!FStatNameAndInfo::{ctor}(FName) Line 422 C++ Symbols loaded. [Inline Frame] UE4Editor-Core.dll!FStatMessage::{ctor}(FName) Line 685 C++ Symbols loaded. UE4Editor-Core.dll!FStartupMessages::AddMetadata(FName InStatName, const wchar_t InStatDesc, const char InGroupName, const char InGroupCategory, const wchar_t InGroupDesc, bool bShouldClearEveryFrame, EStatDataType::Type InStatType, bool bCycleStat, FWindowsPlatformMemory::EMemoryCounterRegion InMemoryRegion) Line 327 C++ Symbols loaded. UE4Editor-Core.dll!FDynamicStats::CreateStatId(const FName StatNameOrDescription) Line 489 C++ Symbols loaded. [Inline Frame] UE4Editor-Core.dll!FDynamicStats::CreateStatId(const FString &) Line 473 C++ Symbols loaded. UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason(const FName InModuleName, EModuleLoadResult & OutFailureReason, const bool bWasReloaded) Line 369 C++ Symbols loaded. UE4Editor-Core.dll!FModuleManager::LoadModule(const FName InModuleName, const bool bWasReloaded) Line 338 C++ Symbols loaded. UE4Editor-Core.dll!FModuleManager::LoadModuleChecked(const FName InModuleName, const bool bWasReloaded) Line 349 C++ Symbols loaded. [Inline Frame] UE4Editor-UnrealEd.dll!FModuleManager::LoadModuleChecked(const FName) Line 308 C++ Symbols loaded. UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1780 C++ Symbols loaded. UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 396 C++ Symbols loaded. UE4Editor.exe!FEngineLoop::Tick() Line 3296 C++ Symbols loaded. [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ Symbols loaded. UE4Editor.exe!GuardedMain(const wchar_t CmdLine, HINSTANCE hInInstance, HINSTANCE__ hPrevInstance, int nCmdShow) Line 166 C++ Symbols loaded. UE4Editor.exe!WinMain(HINSTANCE_ * hInInstance, HINSTANCE hPrevInstance, char _formal, int nCmdShow) Line 199 C++ Symbols loaded. [External Code] Annotated Frame

Product Version: UE 4.18
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asked Feb 22 '18 at 12:57 AM in C++ Programming

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