Ensure triggered when creating Scene Proxy for GroomComponent

This question was created in reference to: [PSO Precaching ensure on Groom component “crashing” the game client on [Content removed]

ensure(!IsComponentPSOPrecachingEnabled() || bPSOPrecacheCalled);

Hello,

we get the same ensure triggered as in the referenced thread. We noticed that this is happening when adding the GroomComponents in C++. During AsyncLoading the PostLoad method is called for (I assume the CDO) of the component and later not called again for the real component.

While everything still seems to work properly, it would be very helpful to get a proper fix for this issue.

Thanks,

Moritz Grunwald

Steps to Reproduce

  1. Add a GroomComponent in C++ to a Character and set it up in Blueprint
  2. Create a Win64 Development Build where the Character from Step 1 is used in the first loaded Map
  3. Start the Build
  4. See the ensure happening in the Log

Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into this ensure for you.

Hello,

Thank you for reporting this. I can confirm this issue can be reproduced as described in the latest CL, and have opened a bug report:

The tracker will be visible after it is approved internally at Epic Games and is publicly accessible.

If you have any further questions, please let us know.