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October 25, 2023 08:52
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> UnrealEditor-Engine.dll!UStaticMesh::GetPhysicsTriMeshDataCheckComplex(FTriMeshCollisionData * CollisionData, bool bInUseAllTriData, bool bInCheckComplexCollisionMesh) Line 7287 C++ | |
UnrealEditor-Engine.dll!UBodySetup::GetCookInfo(FCookBodySetupInfo & OutCookInfo, EPhysXMeshCookFlags InCookFlags) Line 304 C++ | |
UnrealEditor-Engine.dll!Chaos::FCookHelper::FCookHelper(UBodySetup * InSetup) Line 351 C++ | |
UnrealEditor-Engine.dll!FChaosDerivedDataCooker::Build(TArray<unsigned char,TSizedDefaultAllocator<32>> & OutData) Line 116 C++ | |
UnrealEditor-Engine.dll!GetDDCBuiltData<FChaosDerivedDataCooker>(TBulkData<unsigned char> * OutResult, FChaosDerivedDataCooker & InBuilder, UBodySetup * InSetup, bool bInIsRuntime) Line 1359 C++ | |
UnrealEditor-Engine.dll!UBodySetup::GetCookedData(FName Format, bool bRuntimeOnlyOptimizedVersion) Line 1420 C++ | |
UnrealEditor-Engine.dll!UBodySetup::GetCookedFormatData() Line 391 C++ | |
UnrealEditor-Engine.dll!UBodySetup::CreatePhysicsMeshes() Line 431 C++ | |
UnrealEditor-Engine.dll!UStaticMesh::CreateNavCollision(const bool bIsUpdate) Line 7538 C++ | |
UnrealEditor-CesiumRuntime.dll!loadPrimitiveGameThreadPart(const CesiumGltf::Model & model, UCesiumGltfComponent * pGltf, LoadGltfResult::LoadPrimitiveResult & loadResult, const glm::mat<4,4,double,0> & cesiumToUnrealTransform, const Cesium3DTilesSelection::Tile & tile, bool createNavCollision, ACesium3DTileset * pTilesetActor) Line 2154 C++ | |
UnrealEditor-CesiumRuntime.dll!UCesiumGltfComponent::CreateOnGameThread(const CesiumGltf::Model & model, ACesium3DTileset * pTilesetActor, TUniquePtr<UCesiumGltfComponent::HalfConstructed,TDefaultDelete<UCesiumGltfComponent::HalfConstructed>> pHalfConstructed, const glm::mat<4,4,double,0> & cesiumToUnrealTransform, UMaterialInterface * pBaseMaterial, UMaterialInterface * pBaseTranslucentMaterial, UMaterialInterface * pBaseWaterMaterial, FCustomDepthParameters CustomDepthParameters, const Cesium3DTilesSelection::Tile & tile, bool createNavCollision) Line 2234 C++ | |
UnrealEditor-CesiumRuntime.dll!UnrealResourcePreparer::prepareInMainThread(Cesium3DTilesSelection::Tile & tile, void * pLoadThreadResult) Line 684 C++ | |
[External Code] | |
UnrealEditor-CesiumRuntime.dll!ACesium3DTileset::Tick(float DeltaTime) Line 1983 C++ | |
UnrealEditor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1516 C++ | |
UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 251 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 1265 C++ | |
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 866 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 2071 C++ | |
UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 2125 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::Tick(ELevelTick TickType, float DeltaSeconds) Line 1626 C++ | |
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1924 C++ | |
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 531 C++ | |
UnrealEditor-Win64-DebugGame.exe!FEngineLoop::Tick() Line 5825 C++ | |
[Inline Frame] UnrealEditor-Win64-DebugGame.exe!EngineTick() Line 61 C++ | |
UnrealEditor-Win64-DebugGame.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++ | |
UnrealEditor-Win64-DebugGame.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++ | |
UnrealEditor-Win64-DebugGame.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++ | |
[External Code] |
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