Ah gotcha I appreciate it. I hate not filtering the allowed classes. I’m currently getting around it by not adding the component with the FComponentReference property to bp, and instead just adding it via c++ wherever needed since the picker seems to never have any issues this way. Did you post a bug report on this?
This is my attempt at a succinct bug writeup based on my experience:
If you have an FComponentReference property that has the UseComponentPicker and AllowedClasses metadata specifiers like so:
UPROPERTY(EditAnywhere, meta = (UseComponentPicker, AllowAnyActor, AllowedClasses = "Activatable"))
TArray<FComponentReference> ComponentsToActivate;
If a property with these conditions is on a component, and that component is added to a blueprint, then using the component picker for that property from an instance of that blueprint will cause a crash. This crash does not occur when using the component picker for that property if the owning component is added via C++ construction OR when the component is added directly to any actor instance in a level.