I’m not sure anybody is aware of this but in Unreal Engine 5.5 Choosers would resolve Soft References for you. Since Choosers can’t output Asset (Soft Reference) but they can store them, it only makes sense that they would resolve them for us without us having to Async Load them given the fact they will only output a Hard Reference.
This seemed to be the case in Unreal Engine 5.5 but now, in Unreal Engine 5.6 they simply output a Null Reference for any Asset (Soft Reference) selected from them.
The result is actually an array of real references and in 5.5 it they were resolved and it was working fine.
In 5.6 it doesn’t work anymore and I randomly get null refs to the montages.
I guess switching them to “Asset” instead of “Asset (Soft Reference)” would solve the issue, but I fear it would load all of them at once instead of lazy load them.
I’m interested in any fix or workaround this.
EDIT: I can confirm that turning them into “Asset” works but not sure it’s a viable solution if you have many of them.
Recreate the “Evaluation Chooser” node and select the table. You’ll see the “Return Soft Object Reference” option. Enabling this option allows you to manually load and use the returned soft object reference.
PS: If you restart the editor and select the node in the corresponding blueprint, the options won’t appear in the details window. You’ll need to delete the table and re-set it to see the options.