Hello Jayden, sorry for the long delay. We are still getting the crash - I’m attaching a callstack. Please let me know if you have any other suggestions? For now I have implemented a thing to automatically deselect everything when starting PIE, but it’s not ideal…
[Inlined] FindObject(UObject *, const wchar_t *, bool) UObjectGlobals.h:1301
FSoftObjectPath::ResolveObjectInternal(const wchar_t *) SoftObjectPath.cpp:506
FSoftObjectPath::ResolveObjectInternal() SoftObjectPath.cpp:500
FSoftObjectPath::ResolveObject() SoftObjectPath.cpp:482
[Inlined] FSoftObjectPtr::Get() SoftObjectPtr.h:99
FSoftObjectProperty::GetObjectPropertyValue(const void *) PropertySoftObjectPtr.cpp:202
FObjectPropertyNode::GetReadAddressUncached(const FPropertyNode &, bool, FReadAddressListData *, bool, bool, bool) ObjectPropertyNode.cpp:362
FPropertyNode::InitNode(const FPropertyNodeInitParams &) PropertyNode.cpp:163
FCategoryPropertyNode::InitChildNodes() CategoryPropertyNode.cpp:106
FPropertyNode::RebuildChildren() PropertyNode.cpp:246
FPropertyNode::InitNode(const FPropertyNodeInitParams &) PropertyNode.cpp:223
FObjectPropertyNode::InternalInitChildNodes(FName) ObjectPropertyNode.cpp:649
FObjectPropertyNode::InitChildNodes() ObjectPropertyNode.cpp:458
FPropertyNode::RebuildChildren() PropertyNode.cpp:246
FPropertyNode::InitNode(const FPropertyNodeInitParams &) PropertyNode.cpp:223
SDetailsView::PostSetObject(const TArray<…> &) SDetailsView.cpp:872
SDetailsView::SetObjectArrayPrivate(const TArray<…> &) SDetailsView.cpp:646
SDetailsView::SetObjects(const TArray<…> &, bool, bool) SDetailsView.cpp:416
SActorDetails::SetObjects(const TArray<…> &, bool) SActorDetails.cpp:237
SLevelEditor::OnActorSelectionChanged(const TArray<…> &, bool) SLevelEditor.cpp:1765
[Inlined] Invoke(void (SLevelEditor::*)(const TArray<…> &, bool), SLevelEditor *&, const TArray<…> &, bool &) Invoke.h:65
[Inlined] UE4Tuple_Private::TTupleBase::ApplyAfter(void (SLevelEditor::*&)(const TArray<…> &, bool), SLevelEditor *&, const TArray<…> &, bool &) Tuple.h:306
TBaseSPMethodDelegateInstance::ExecuteIfSafe(const TArray<…> &, bool) DelegateInstancesImpl.h:307
[Inlined] TMulticastDelegate::Broadcast(const TArray<…> &, bool) DelegateSignatureImpl.inl:955
FLevelEditorModule::BroadcastActorSelectionChanged(const TArray<…> &, bool) LevelEditor.cpp:456
UUnrealEdEngine::UpdateFloatingPropertyWindowsFromActorList(const TArray<…> &, bool) EditorHook.cpp:63
UUnrealEdEngine::UpdateFloatingPropertyWindows(bool) EditorHook.cpp:55
UUnrealEdEngine::NoteSelectionChange(bool) EditorSelectUtils.cpp:414
FUsdStageActorImpl::DeselectActorsAndComponents(AUsdStageActor *) USDStageActor.cpp:151
AUsdStageActor::UnloadUsdStage() USDStageActor.cpp:1560
AUsdStageActor::PostUnregisterAllComponents() USDStageActor.cpp:1950
AActor::UnregisterAllComponents(bool) Actor.cpp:4600
AActor::BeginDestroy() Actor.cpp:670
UObject::ConditionalBeginDestroy() Obj.cpp:970
UnhashUnreachableObjects(bool, float) GarbageCollection.cpp:2153
CollectGarbageInternal(EObjectFlags, bool) GarbageCollection.cpp:2087
CollectGarbage(EObjectFlags, bool) GarbageCollection.cpp:2199
UEngine::TrimMemory() UnrealEngine.cpp:13506
UCheckpointSubsystem::HandleResumeFromGameInstanceCheckpoint() CheckpointSubsystem.cpp:454
UCheckpointSubsystem::StartPlay() CheckpointSubsystem.cpp:109
APiloSingleplayerGameMode::StartPlay() PiloSingleplayerGameMode.cpp:77
UWorld::BeginPlay() World.cpp:4545
UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer *, const FGameInstancePIEParameters &) GameInstance.cpp:485
UEditorEngine::CreateInnerProcessPIEGameInstance(FRequestPlaySessionParams &, const FGameInstancePIEParameters &, int) PlayLevel.cpp:2972
UEditorEngine::OnLoginPIEComplete_Deferred(int, bool, FString, FPieLoginStruct) PlayLevel.cpp:1520
UEditorEngine::CreateNewPlayInEditorInstance(FRequestPlaySessionParams &, const bool, EPlayNetMode) PlayLevel.cpp:1768
UEditorEngine::StartPlayInEditorSession(FRequestPlaySessionParams &) PlayLevel.cpp:2738
UEditorEngine::StartQueuedPlaySessionRequestImpl() PlayLevel.cpp:1116
UEditorEngine::StartQueuedPlaySessionRequest() PlayLevel.cpp:1028
UEditorEngine::Tick(float, bool) EditorEngine.cpp:1629
UUnrealEdEngine::Tick(float, bool) UnrealEdEngine.cpp:423
FEngineLoop::Tick() LaunchEngineLoop.cpp:4938
[Inlined] EngineTick() Launch.cpp:62
GuardedMain(const wchar_t *) Launch.cpp:180
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:262
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:320