"Hi,
currently we have the problem, that cooking of our content always fails with an out-of-memory-exception.
It does not happen, if we remove one single blueprint, which apparently uses a lot of TAssetPtr UPROPERTY members.
Those TAssetPtr are referencing arbitrary actors in arbitrary levels of our singleplayer-world.
To be more specific: We are perhaps cooking an asset that references actors in the majority of our map-data, and perhaps also loads them during cooking, although TAssetPtr seems to exist exactly for avoiding this.
The loading of the TAssetPtr is nowhere triggered in code either, i.e. nobody calls “TAssetPtr::LoadSynchronous”.
They are used only in order to be able to select actors from a dropdown-list, regardless in which level they have been placed, and regardless if the level is a streaming-level or not.
Unreal does not seem to offer another way of letting the pick actors in arbitrary levels on editor-side.