I cannot replicate this with printing strings, but I’ve had Unreal crash (also noting memory leaks) after switching levels from one where an editor utility asset has been run that has variables in them which are hard references instead of soft.
I cannot replicate this with printing strings, but I’ve had Unreal crash (also noting memory leaks) after switching levels from one where an editor utility asset has been run that has variables in them which are hard references instead of soft.