> UnrealEditor-Engine.dll!ULevelInstanceSubsystem::RegisterLevelInstance(ILevelInstanceInterface * LevelInstance) Line 138 C++
UnrealEditor-Engine.dll!FLevelInstanceActorImpl::RegisterLevelInstance() Line 24 C++
UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) Line 5300 C++
UnrealEditor-Engine.dll!ULevel::IncrementalRegisterComponents(bool bPreRegisterComponents, int NumComponentsToUpdate, FRegisterComponentContext * Context) Line 1665 C++
UnrealEditor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context) Line 1597 C++
UnrealEditor-Engine.dll!UWorld::AddToWorld(ULevel * Level, const UE::Math::TTransform<double> & LevelTransform, bool bConsiderTimeLimit, FNetLevelVisibilityTransactionId TransactionId) Line 2937 C++
UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 726 C++
[Inline Frame] UnrealEditor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *) Line 647 C++
UnrealEditor-Engine.dll!UWorld::UpdateLevelStreaming() Line 4030 C++
UnrealEditor-Engine.dll!UWorld::BlockTillLevelStreamingCompleted() Line 3935 C++
[Inline Frame] UnrealEditor-Engine.dll!Invoke(void(UWorldPartition::*)()) Line 66 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(UWorldPartition::*)() &) Line 327 C++
UnrealEditor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UWorldPartition,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 618 C++
[Inline Frame] UnrealEditor-Engine.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast() Line 178 C++
UnrealEditor-Engine.dll!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() Line 970 C++
UnrealEditor-Engine.dll!AWorldSettings::NotifyMatchStarted() Line 302 C++
UnrealEditor-Engine.dll!UWorld::BeginPlay() Line 5000 C++
UnrealEditor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer * LocalPlayer, const FGameInstancePIEParameters & Params) Line 546 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CreateInnerProcessPIEGameInstance(FRequestPlaySessionParams & InParams, const FGameInstancePIEParameters & InPIEParameters, int InPIEInstanceIndex) Line 3163 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::OnLoginPIEComplete_Deferred(int LocalUserNum, bool bWasSuccessful, FString ErrorString, FPieLoginStruct DataStruct) Line 1626 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::CreateNewPlayInEditorInstance(FRequestPlaySessionParams & InRequestParams, const bool bInDedicatedInstance, const EPlayNetMode InNetMode) Line 1889 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartPlayInEditorSession(FRequestPlaySessionParams & InRequestParams) Line 2894 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequestImpl() Line 1203 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequest() Line 1106 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1689 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 523 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5365 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 66 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 202 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282 C++