Hi there,
We have a serious problem with the “Load Asset Blocking” node.
Let me explain :
We are building some tools along with the variantManager to configure some objects at runtime (in example, to change/add some geometry on a kitchen cabinet).
Because we are using WorldPartition and DataLayers (to change floorplans, and having 1 file per actor system), we need to use soft references when targetting actors, otherwise we get some errors when targetting actors in layers not being displayed.
Before 5.6, doing this (see picture) worked perfectly, and we could get our actors as hard reference and continue to cast and work on them
But since 5.6, even if it still works in editor/Game, we get this error at packaging that we are not able to solve :
PackagingResults: Error: RegisterComponentWithWorld: (/[…]:PersistentLevel.BP_[…].NODE_AddStaticMeshComponent-16_0) Trying to register component in invalid or cleaned up world. Aborting.
It seems that it happens if we add a staticMeshComponent/sceneComponent dynamicaly at runtime on these actors, actually it happens because the actor is not “loaded”.
That’s where I believe the “Load Asset Blocking” node is not doing its job anymore.
And if I replace soft reference with hard reference, it solves… but obviously we will have other errors mentionned above if targeted actors are in a hidden dataLayer.
This is more than annoying because we think about to stop 5.6 and get back to 5.5 (with which we had other problems btw, but not that serious - at least we could package). We would lose between 1 and 2 weeks of work though… (I wish we coud have a bugfree version of UE someday)
We’d be so grateful if a solution could show up, maybe you have some idea to share?
Thanks
Tjommas