I looked into out structure of items which is a bit complex. First We have a c++ class as base called BattleItemBase, then we have a number of blueprints in a hierarchy. BattleItemBase->BP_ItemBase->BP_WeaponBase->BP_SwordBase->Concrete_weapon_blueprint.
The BP_ItemBase blueprint will define some events that Concrete_weapon_blueprint will overwrite, the rest of the classes just change variables from the c++ class. In my weapon crash example above i found that only weapons made the crash and not other items, so i reparented the weapons in the crash to BP_WeaponBase instead of BP_SwordBase, which worked. So i fixed my small crash example.
But after much debugging i have found that reparenting all item blueprints doesn’t remove the bug from all normal levels. I’m still trying to dig further.
I have tried to remove all unit and weapon content, and this seems to sove the problem… however this part contains a major part of the whole project. Removing just unit assets or just item assets will still make map loads crash.
I will keep on trying to debug, but any ideas would help.
Thanks