Not sure if this is a CPP issue or engine source issue, but on startup (when loading the editor after clicking debug in rider) my code is stopping execution until I resume at the line ExclusiveInternalFlags |= IsInAsyncLoadingThread() ? EInternalObjectFlags::None : EInternalObjectFlags::AsyncLoading;
UObject* StaticFindObjectFastSafe(UClass* ObjectClass, UObject* ObjectPackage, FName ObjectName, bool bExactClass, EObjectFlags ExclusiveFlags, EInternalObjectFlags ExclusiveInternalFlags)
{
UObject* FoundObject = nullptr;
if (!UE::IsSavingPackage(nullptr) && !IsGarbageCollectingAndLockingUObjectHashTables())
{
// We don't want to return any objects that are currently being background loaded unless we're using FindObject during async loading.
ExclusiveInternalFlags |= IsInAsyncLoadingThread() ? EInternalObjectFlags::None : EInternalObjectFlags::AsyncLoading;
FoundObject = StaticFindObjectFastInternal(ObjectClass, ObjectPackage, ObjectName, bExactClass, ExclusiveFlags, ExclusiveInternalFlags);
if (!FoundObject)
{
FoundObject = StaticFindObjectWithChangedLegacyPath(ObjectClass, ObjectPackage, ObjectName, bExactClass);
}
}
return FoundObject;
}
Going through the call stack, the calls originate from BuildCustomPropertyListForPostConstruction
for DmgTypeBP_Environmental_C. I don’t use damage or damage types in my game.