Interesting, that function was new to me.
Using it doesn’t trigger the ensure condition anymore, SetRootComponent returns a bool to indicate success, but it doesn’t do anything.
I know that it is bad practice to modify unknown Actors from outside. The reason I require this functionality is actually to autocorrect mistakes that inexperienced designers may make when choosing certain configurations. Since the projects are usually short-lived, it is easier to throw a warning and try to guess what the intention of the designer was.
Unfortunately, I don’t know how I could validate that SetRootComponent will crash by using Unreal’s functionality and checking for certain conditions doesn’t work since the involved entities don’t know about each other.