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Editor, timer and LoadMap problem

Hi! I am using timer inside editor blueprint. If I am loading a new map with



FEditorFileUtils::LoadMap(mapPath, false, false);


no matter what I do, I get timer crash on this line: CurrentlyExecutingTimer.Clear(); inside TimerManager.cpp

I tried all kind of stuff like:



		world->GetTimerManager().ClearAllTimersForObject(this);
		world->GetTimerManager().ClearTimer(timeHandler);
		timeHandler.Invalidate();


without any luck. Any idea what else can I do? It seems like loading new map somehow screws up the timer, but I can’t find any clue on how to workaround that issue.

I need that timer in order to run for…to loop on seperate thread, while loading different maps.

Seems like I will not get my answer. But maybe someone knows of other solution, which will allow me to load unreal maps inside editor in a loop and do something with them and then save? Other then the timer-based solution?