TSoftObjectPtr points to actor within wrong UWorld when running PIE

I’m running into this problem as well, and am similarly confused as to whether this is by design or not.

My use case is checking the health state of an actor placed in a specific map from my game mode blueprint. In PIE, it returns the incorrect version of that actor resulting in wrong health values.

It seems like there should be a way to have an asset pointer return the version of that asset for the current world, but I can’t seem to find it.

Using an Actor Iterator is not a great solution, btw :stuck_out_tongue: