nakedeyes:
I am experiencing this exact issue. I have been fine thus far, by kicking off my AI in my controllers via:
GameLevelAIController::OnPosses()
I would call in C++ :
// Set up Blackboard and Behavior Tree UBlackboardComponent* BBCompPointer; UseBlackboard(BlackboardAsset, BBCompPointer);
I am doing this instead of manually managing A Blackboard component on the controller class / BP ( maybe that is bad )… but just by calling that in my game code, I get the ensure you pointed out due to the Blackboard Component getting initialized twice and not handling it correctly, which totally crashes a packaged build and although its fine in editor for me, it does endlessly hit the ensure in UnregisterBlackboardComponent().
I think this is a legit new bug in 4.25. Hope for fix or work around soon!
This definitely seems to be an issue introduced with 4.25.
I’m currently working on a blueprint-only project, and since updating to the 4.25 release today we are experiencing a crash whenever closing out of the game:
Assertion failed: BlackboardDataToComponentsMap.FindPair(&BlackboardData, &BlackboardComp) == nullptr
This is the only thread I can find discussing this issue, and we’re not sure how to proceed, still looking for a blueprint workaround at the moment.