> UnrealEditor-InterchangeEngine-Win64-Debug.dll!UInterchangeManager::StartQueuedTasks::__l2::<lambda>() Line 861
C++ UnrealEditor-InterchangeEngine-Win64-Debug.dll!DispatchCheckVerify<bool,bool <lambda>(void)>(UInterchangeManager::StartQueuedTasks::__l2::bool <lambda>(void) && Inner) Line 195
C++ UnrealEditor-InterchangeEngine-Win64-Debug.dll!UInterchangeManager::StartQueuedTasks(bool bCancelAllTasks) Line 861
C++ UnrealEditor-InterchangeEngine-Win64-Debug.dll!UInterchangeManager::CancelAllTasks() Line 1705
C++ UnrealEditor-InterchangeEngine-Win64-Debug.dll!UInterchangeManager::WaitUntilAllTasksDone(bool bCancel) Line 1726
C++ UnrealEditor-InterchangeEngine-Win64-Debug.dll!UInterchangeManager::GetInterchangeManager::__l5::<lambda>() Line 651
C++ UnrealEditor-InterchangeEngine-Win64-Debug.dll!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,void <lambda>(void)>::ExecuteIfSafe() Line 746
C++ UnrealEditor-Engine-Win64-Debug.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast<IBaseDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>,TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>>() Line 204
C++ UnrealEditor-Engine-Win64-Debug.dll!UEngine::PreExit() Line 2198
C++ UnrealEditor-Engine-Win64-Debug.dll!UGameEngine::PreExit() Line 1254
C++ UnrealEditor-Win64-Debug.exe!FEngineLoop::Exit() Line 5001
C++ UnrealEditor-Win64-Debug.exe!EngineExit() Line 73
C++ UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 202
C++ UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233
C++ UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 286
C++ [Inline Frame] UnrealEditor-Win64-Debug.exe!invoke_main() Line 102
C++ UnrealEditor-Win64-Debug.exe!__scrt_common_main_seh() Line 288
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