Кто-то в курсе как лечить такой крит? Прописал всем кастомным нпц bActorShadows=False, но всё равно крит возникает редко.
History: TestReach <- UObject::GetPathName <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial261) <- TestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial261) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector 24_14.ShadowProjector6241) <- AActor::Serialize <- TestReach <- (ShadowProjector 24_14.ShadowProjector6241) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level 24_14.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- TestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UGameEngine:
etachLevel <- UGameEngine::CheckPurgeLevel <- Level_was_loaded <- UGameEngine::L2_Teleport <- UGameEngine::Tick <- UpdateWorld <- MainLoop