This does not look like an issue on our end - we do not ship the engine with this DLL. Research into the matter seems to indicate that this DLL comes from a program called "Ad-Aware Web Companion," which is authored by a company called Lavasoft.
This issue seems to only happen when this program is installed on a Windows 8 or Windows 10 64-bit system. The fix for this issue lies with the user - "Ad-Aware Web Companion" should be uninstalled, and the following DLLs need to be deleted from the user's system:
C:/Windows/system32/LavasoftTcpService64.dll
C:/Windows/SysWOW64/LavasoftTcpService.dll
Attempting to connect to perforce as the source control provider, the editor is crashing with listed callstack.
**Steps provided crashed for user. Has not reproduced locally**
Result:
Editor crashes with callstack
Expected:
Provider box shows Perforce and allows the choice of workspace
MachineId:D986BBDB460C5967FA45A0AAB63D6D48 EpicAccountId:15536383c82e490cb5a5eeaba9a5bc87 Stack overflow - code c00000fd (first/second chance not available) LavasoftTcpService64 LavasoftTcpService64 ws2_32 UE4Editor_PerforceSourceControl!NetTcpSelector::Select() UE4Editor_PerforceSourceControl!NetTcpTransport::SendOrReceive() UE4Editor_PerforceSourceControl!NetBuffer::Receive() UE4Editor_PerforceSourceControl!RpcTransport::Receive() UE4Editor_PerforceSourceControl!Rpc::DispatchOne() UE4Editor_PerforceSourceControl!Rpc::Dispatch() UE4Editor_PerforceSourceControl!Rpc::Dispatch() UE4Editor_PerforceSourceControl!Client::WaitTag() UE4Editor_PerforceSourceControl!Client::RunTag() UE4Editor_PerforceSourceControl!Client::Run() UE4Editor_PerforceSourceControl!ClientApi::Run() UE4Editor_PerforceSourceControl!FPerforceConnection::RunCommand() UE4Editor_PerforceSourceControl!FPerforceConnection::EstablishConnection() UE4Editor_PerforceSourceControl!FPerforceConnection::FPerforceConnection() UE4Editor_PerforceSourceControl!FScopedPerforceConnection::Initialize() UE4Editor_PerforceSourceControl!FPerforceGetWorkspacesWorker::Execute() UE4Editor_PerforceSourceControl!FPerforceSourceControlCommand::DoThreadedWork() UE4Editor_Core!FQueuedThread::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\hal\threadingbase.cpp:430] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
Head over to the existing Questions & Answers thread and let us know what's up.