i know right, its only because the CDO stuff is relatively new and ‘seems’ to not crash when i take it out that i think its related.
wait in typing this i just think i figured it out.
CDO’s dont have WorldContext (i need it for debugging ie printstring) so i set it once on first call (first PIE), the on (Second PIE) it might be trying to reference the old world…
I cant get in editor to check right now but it makes sense
No CDOs auto create as soon as they are referenced. but since they can be referenced in editor they dont have access to a worldcontext because the world doesnt exist yet.
Seems like this was the problem, i had a worldcache which i did validate so didnt expect it but maybe between PIE1 and PIE2 a new world is created but the old isnt destroyed so it was trying to reference the wrong world.