Hi, the problem isn’t the crash. (I avoid it by checking for Validity as you say.) The problem is that I need access to GEngine to get the GameSingleton to pull some data I need to instantiate my actors.
This works fine in most cases, except that when I first open my project, whereupon the actors’ constructors all run before GEngine has a valid value. This causes the creation of some of my actors’ components to fail. The editor then proceeds to save the actors without the components they need, causing data loss and my having to go through and recompile every actor.