I.e. if we would not be able to use TAssetPtr for this, we would have to use unique-names for every actor, and enter them manually for every actor in a custom FName property-field, which I think is hardly acceptable for populating huge worlds.
Do you have an idea, why using TAssetPtr which reference actors in different maps in one single BP could be a problem during cooking ?
The TAssetPtr seems to be the only suspicious property which could interfere with the garbage collector during cooking.
We also have tried to use the -PartialGC flag without success.
Could anyone give advice how to narrow down the problem further ?
Would it for example be possible to free the TAssetPtr-references at some stage during cooking by registering to a global delegate ?
But why would a TAssetPtr load the object at all during cooking if it is only a string describing the path to the object ?
Or is it possible to exclude this single BP from cooking? I guess this would not be possible, because the cooker needs to know of an asset-dependency-chain at any time?
Thanks for any suggestions"