EXCEPTION_ACCESS_VIOLATION Caused by Variant Manager 4.25

I would really appreciate it If someone with more knowledge on debugging could offer their help on this one. So basically, I’ve been working on this project for a client for about 4 weeks now. The game essentially uses UMG buttons to interact with the variant manager to change states like the product configurator. However, If I press the buttons the game works completely fine, but If I leave the game for a min or so and don’t interact with it and then press one of the buttons, the first one will work but then the second will crash the game. This only happens when the game is packaged and when it’s running in editor it works fine. It’s spitting out the error Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff and sometimes 0x00000000. Now I know that’s a null pointer, however I can’t understand what its finding null. All I’m triggering is the ‘Set Variant by index’ node and absolutely everything that is connected to that node is validated multiple times so it can’t go wrong. The annoying thing is it’s relatively random when it does crash. I have a feeling that it’s something in the actual C++ for the variant manager, but I can’t put my finger on it. I genuinely would appreciate some help with this as I’ve been stuck on this one bug for around 5 days now. I’ve attached the output log, however I can’t tell what the problem is. Perhaps someone else can explain what’s going on.

[2020.10.21-23.33.16:857][218]LogBlueprintUserMessages: [W_VariantPopUpHorizontal] HDRI_Manager 0 3
[2020.10.21-23.33.17:498][377]LogBlueprintUserMessages: [W_VariantPopUpHorizontal] HDRI_Manager 0 2
[2020.10.21-23.33.18:017][513]LogBlueprintUserMessages: [W_VariantPopUpHorizontal] HDRI_Manager 0 1
[2020.10.21-23.33.18:569][653]LogBlueprintUserMessages: [W_VariantPopUpHorizontal] HDRI_Manager 0 5
[2020.10.21-23.33.21:008][616]LogBlueprintUserMessages: [W_VariantPopUp_C_0] Level_3_VariantManager 0 0
[2020.10.21-23.33.21:538][840]LogBlueprintUserMessages: [W_VariantPopUp_C_0] Level_3_VariantManager 0 1
[2020.10.21-23.33.21:975][ 13]LogBlueprintUserMessages: [W_VariantPopUp_C_0] Level_3_VariantManager 0 2
[2020.10.21-23.33.24:136][855]LogBlueprintUserMessages: [W_VariantPopUp_C_1] Level_3_VariantManager 1 0
[2020.10.21-23.33.24:552][  9]LogBlueprintUserMessages: [W_VariantPopUp_C_1] Level_3_VariantManager 1 1
[2020.10.21-23.33.25:981][566]LogBlueprintUserMessages: [W_VariantPopUp_C_2] Level_3_VariantManager 2 0
[2020.10.21-23.33.26:272][683]LogBlueprintUserMessages: [W_VariantPopUp_C_2] Level_3_VariantManager 2 1
[2020.10.21-23.33.26:995][962]LogBlueprintUserMessages: [W_VariantPopUp_C_2] Level_3_VariantManager 2 2
[2020.10.21-23.33.28:117][389]LogBlueprintUserMessages: [W_VariantPopUp_C_3] Level_3_VariantManager 3 1
[2020.10.21-23.33.28:477][542]LogBlueprintUserMessages: [W_VariantPopUp_C_3] Level_3_VariantManager 3 0
[2020.10.21-23.33.29:041][769]LogBlueprintUserMessages: [W_VariantPopUp_C_3] Level_3_VariantManager 3 1
[2020.10.21-23.33.30:346][279]LogBlueprintUserMessages: [W_VariantPopUp_C_4] Level_3_VariantManager 4 1
[2020.10.21-23.33.31:786][860]LogBlueprintUserMessages: [W_VariantPopUp_C_4] Level_3_VariantManager 4 1
[2020.10.21-23.33.34:915][ 83]LogBlueprintUserMessages: [W_VariantPopUp_C_5] Level_3_VariantManager 5 1
[2020.10.21-23.33.38:907][672]LogBlueprintUserMessages: [W_VariantPopUpHorizontal] HDRI_Manager 0 3
[2020.10.21-23.34.45:867][378]LogBlueprintUserMessages: [W_VariantPopUp_C_5] Level_3_VariantManager 5 1
[2020.10.21-23.34.47:331][834]LogBlueprintUserMessages: [W_VariantPopUp_C_5] Level_3_VariantManager 5 0
[2020.10.21-23.34.49:232][452]LogBlueprintUserMessages: [W_VariantPopUp_C_1] Level_3_VariantManager 1 1
[2020.10.21-23.34.50:008][713]LogBlueprintUserMessages: [W_VariantPopUp_C_1] Level_3_VariantManager 1 2
[2020.10.21-23.34.51:571][217]LogBlueprintUserMessages: [W_VariantPopUp_C_1] Level_3_VariantManager 1 1
[2020.10.21-23.34.52:810][619]LogBlueprintUserMessages: [W_VariantPopUp_C_1] Level_3_VariantManager 1 0
[2020.10.21-23.34.57:666][619]LogWindows: Error: === Critical error: ===
[2020.10.21-23.34.57:666][619]LogWindows: Error: 
[2020.10.21-23.34.57:666][619]LogWindows: Error: Fatal error!
[2020.10.21-23.34.57:666][619]LogWindows: Error: 
[2020.10.21-23.34.57:666][619]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
[2020.10.21-23.34.57:666][619]LogWindows: Error: 
[2020.10.21-23.34.57:666][619]LogWindows: Error: [Callstack] 0x00007ffa9c620e85 UE4Editor-CoreUObject.dll!UStruct::IsChildOf() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2185]
[2020.10.21-23.34.57:666][619]LogWindows: Error: [Callstack] 0x00007ffa8cf8fbcc UE4Editor-Engine.dll!UMeshComponent::SetMaterial() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Components\MeshComponent.cpp:54]
[2020.10.21-23.34.57:666][619]LogWindows: Error: [Callstack] 0x00007ffa7edfb721 UE4Editor-VariantManagerContent.dll!UPropertyValueMaterial::ApplyDataToResolvedObject() [D:\Build\++UE4+Licensee\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Source\VariantManagerContent\Private\PropertyValueMaterial.cpp:200]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa7ee0dcd6 UE4Editor-VariantManagerContent.dll!UVariant::SwitchOn() [D:\Build\++UE4+Licensee\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Source\VariantManagerContent\Private\Variant.cpp:218]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa7ee0dd87 UE4Editor-VariantManagerContent.dll!ALevelVariantSetsActor::SwitchOnVariantByIndex() [D:\Build\++UE4+Licensee\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Source\VariantManagerContent\Private\LevelVariantSetsActor.cpp:89]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa7ee13870 UE4Editor-VariantManagerContent.dll!ALevelVariantSetsActor::execSwitchOnVariantByIndex() [D:\Build\++UE4+Licensee\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Intermediate\Build\Win64\UE4Editor\Inc\VariantManagerContent\LevelVariantSetsActor.gen.cpp:31]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c620ae4 UE4Editor-CoreUObject.dll!UFunction::Invoke() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5542]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c8700dd UE4Editor-CoreUObject.dll!UObject::CallFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:927]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c893113 UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2796]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c8bcaf8 UE4Editor-CoreUObject.dll!UObject::execLetBool() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2697]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c89574d UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:997]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c863bea UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:828]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c895392 UE4Editor-CoreUObject.dll!ProcessLocalFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1058]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c89574d UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:997]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c894c54 UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1085]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c620ae4 UE4Editor-CoreUObject.dll!UFunction::Invoke() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5542]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c894783 UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1916]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c86372d UE4Editor-CoreUObject.dll!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegates.h:488]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c8713ee UE4Editor-CoreUObject.dll!FCallDelegateHelper::CallMulticastDelegate() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2972]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c89574d UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:997]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c863bea UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:828]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c895392 UE4Editor-CoreUObject.dll!ProcessLocalFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1058]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c89574d UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:997]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c894c54 UE4Editor-CoreUObject.dll!UObject::ProcessInternal() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1085]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c620ae4 UE4Editor-CoreUObject.dll!UFunction::Invoke() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5542]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa9c894783 UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1916]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa8ac7917b UE4Editor-UMG.dll!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\UObject\ScriptDelegates.h:488]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa8ad956c7 UE4Editor-UMG.dll!UButton::SlateHandleClicked() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\UMG\Private\Components\Button.cpp:205]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffa8ad0b963 UE4Editor-UMG.dll!TBaseUObjectMethodDelegateInstance<0,UButton,FReply __cdecl(void)>::Execute() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:654]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffabf4d207e UE4Editor-Slate.dll!SButton::ExecuteOnClick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:385]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffabf4eb27e UE4Editor-Slate.dll!SButton::OnMouseButtonUp() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:304]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffabf332dc8 UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:372]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffabf3b69cf UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4675]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffabf39f4b2 UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5198]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffabf392e37 UE4Editor-Slate.dll!FSlateApplication::OnTouchEnded() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5741]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffabf39224b UE4Editor-Slate.dll!FSlateApplication::OnMouseUp() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5150]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffacb4c7f88 UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2133]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffacb4b5c87 UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2585]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffacb4ca609 UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1809]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffacb4b17d0 UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:852]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffafb825c1d USER32.dll!UnknownFunction []
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffafb825612 USER32.dll!UnknownFunction []
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffacb4cbb24 UE4Editor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ff7180968c4 UE4Editor.exe!FEngineLoop::Tick() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4762]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ff7180aba7c UE4Editor.exe!GuardedMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ff7180abb5a UE4Editor.exe!GuardedMainWrapper() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ff7180be31d UE4Editor.exe!WinMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ff7180c145a UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffafce07c24 KERNEL32.DLL!UnknownFunction []
[2020.10.21-23.34.57:667][619]LogWindows: Error: [Callstack] 0x00007ffafd7ccea1 ntdll.dll!UnknownFunction []
[2020.10.21-23.34.57:667][619]LogWindows: Error: 
[2020.10.21-23.34.57:689][619]LogExit: Executing StaticShutdownAfterError
[2020.10.21-23.34.57:692][619]LogWindows: FPlatformMisc::RequestExit(1)
[2020.10.21-23.34.57:692][619]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.10.21-23.34.57:700][619]Log file closed, 10/22/20 00:34:57

Could you share a screen shot of your setup ?

that could be many things but i would say one index get it’s data in a wrong state somehow

does it always happen on the same index ?
could you try the exact same order of switch index to see if it reproduce ? ( maybe some how it’s a combination of previous and next that cause a problem)

is the error always on material ? ( right now it seam to be a strange bug ( crashing on as cast to a dynamic material instance, do you use them ? could you temporary stop to see if bug persist ? )

most of the time if you have a bug that only apprend after 30sec and never before it’s because you have something that get garbage collected somehow, does this seems to be the case here ?

I’ve attached a screenshot of the section in the blueprint that is called before it happens. you can see there are a few validation checks before everything happens, and even a print sting to confirm the Variant index, set and target variant manager are all valid, however when it gets executed is when the game crashes.

And no, it’s not the same index, its confusingly random, this is why I’m so confused by it. It’s not like it happens in a specific order. The steps to reproduce are, change the variants a few times, leave the UI for around 30 seconds or so then start to change the UI again and after the first 2 tries it crashes again. I know for a fact it’s nothing to do with the UI as well, because I have a pixel stream input listener waiting for commands so I can change the variants through external web UI and the issue still persists then.

The variant manager only changes the material of the object it’s a product configurator of sorts. All the materials are material instances of a megascan asset, perhaps yes, I’ll try and remake it using different materials and see if that helps. I have two of these variant managers in the scene, one controls a HDRI sky by updating the material instance on the geometry to change the background and that never causes a crash.

And I’ve never used the garbage collection in UE before, however I did download UE from the source on GitHub and compile it then made a version of the project for c++ and it seems when I run the game in debug mode im getting a few errors in relation to texture streaming sometimes and I keep getting breakpoints in the materialinstance.cpp and whenever I go through the callstack it always seems to come from the MeshComponent.cpp in the SetMaterial function which is making me think its material related.

Thanks fro your help.

it does feel like a garbage collection issue (to simplify, it’s an automatique system releasing ressources not used anymore ), your screenshot code is probably not in cause.
if it’s a small project, is it possible to get a small accès to have a look/debug it ?

why did you build from github sources ? what hotfix version are you on ?
could you try with 4.25.4 from luncher ?

Unfortunately I’ve signed an NDA behind the project as it’s for a bigger client so I’m unable to release the project publicly. See I’ve never had issues with garbage collection before so I’m very unfamiliar with it, perhaps is there a way of disabling it which could remedy the issue?

I’ve built 4.25.4 from source and from the launcher, mainly because it’ve given me more debug information, which turned out not that helpful in the end. I’ve also tried 4.25 plus to see if that had any fixes as I thought this was In relation to the variant manager and it’s my understanding that it’s still in beta.

I had this same issue in my own project, and was also able to replicate it in the Product Configurator template project, so it looks like it was a bug with the engine. I reported the issue to the UDN back in December and got an update today that a fix for this is going into the 4.26.1 hotfix patch.

Brilliant, do you have the UE issue number so I can track this? It’s really important to me and my team that this gets sorted ASAP as we’re having to use a work around right now.

Sure thing, you can find the question here.