Error on SpawnActor with NativizedAssets

When spawning a child pawn blueprint and possessing it in a packaged version with NativizedAssets, the game crashes on start OR does not acquire its class defaults.

I managed to reproduce the crash on start in a clean project. Steps:

  1. Create a pawn blueprint with a static mesh as root, set simulate physics and mass. Create an AddForce event to propel the actor on key press.

  2. Create a child class and edit the root mesh’s mass to a different value.

  3. Create an event on the parent class to spawn the child class on key press and then possess it.

  4. Tick Inclusive NativizedAssets and package to Windows 64

  5. Application may crash with fatal error:
    [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1404] Async loading event graph contained a cycle, see above.


  1. When you possess the child blueprint, you can observe it has the same mass as the parent class.

I’ve been unable to understand when it crashes or when it starts without the right mass

The crash happens when the reference to the newly spawned actor is not immediately saved to a variable to be used in the Possess node.


We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.