Behavior Tree "Gotchas"

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!