Could you send us a repro of the issue in your content? It’s an odd error to see because it’s on load, and it’s a UObject, so it should be allocated in our global object buckets.
The gameplay trigger lives in our component. The fatal is in engine load, not in our game logic.
Event: A gameplay event fires and calls FunctionA.
Resolve asset: FunctionA reads an FSoftObjectPath from config. It points at a Level Sequence (LS with Custom Time Warp(Use with animation for playrate) on a section should do).
LoadObject flushes async loading. Same frame in the log: FlushAsyncLoading(…): 1 QueuedPackages. 4. Failure: The process fatals on the async loading thread while the package is still being serialized. LoadObject never returns. We never reach Sequence Player creation, play, or binding.
Assertion failed: (NewValue & ~PAYLOAD_Bits) == 0 MovieSceneNumericVariant.cpp:133 Unable to store a pointer outside of a 48 bit address space in this container