The WeakObjectPtr is held by the actor used as a context in the state tree.
UnrealEditor-CoreUObject.dll!FWeakObjectPtr::Get() Line 88 C++
[Inline Frame] UnrealEditor-StateTreeModule.dll!TWeakObjectPtr<UObject,FWeakObjectPtr>::Get() Line 125 C++
> UnrealEditor-StateTreeModule.dll!FStateTreePropertyPath::ResolveIndirectionsWithValue(const FStateTreeDataView BaseValueView, TArray<FStateTreePropertyPathIndirection,TSizedDefaultAllocator<32>> & OutIndirections, FString * OutError, bool bHandleRedirects) Line 1654 C++
UnrealEditor-StateTreeEditorModule.dll!UE::StateTree::PropertyBinding::ResolveLeafValueStructType(FStateTreeDataView ValueView, const TArray<FBindingChainElement,TSizedDefaultAllocator<32>> & InBindingChain) Line 63 C++
UnrealEditor-StateTreeEditorModule.dll!UE::StateTree::PropertyBinding::FCachedBindingData::ResolveIndirection(TArray<FBindingChainElement,TSizedDefaultAllocator<32>> InBindingChain) Line 654 C++
UnrealEditor-StateTreeEditorModule.dll!FStateTreeBindingExtension::ExtendWidgetRow::__l21::<lambda_13>::operator()(TArray<FBindingChainElement,TSizedDefaultAllocator<32>> InBindingChain) Line 898 C++
[Inline Frame] UnrealEditor-StateTreeEditorModule.dll!Invoke(FStateTreeBindingExtension::ExtendWidgetRow::__l21::<lambda_13> &) Line 47 C++
UnrealEditor-StateTreeEditorModule.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter<`FStateTreeBindingExtension::ExtendWidgetRow'::`21'::<lambda_13> &,TArray<FBindingChainElement,TSizedDefaultAllocator<32>> const &>(FStateTreeBindingExtension::ExtendWidgetRow::__l21::<lambda_13> & Func, const TArray<FBindingChainElement,TSizedDefaultAllocator<32>> & <Args_0>) Line 309 C++
[Inline Frame] UnrealEditor-PropertyAccessEditor.dll!TDelegate<UStruct * __cdecl(TArray<FBindingChainElement,TSizedDefaultAllocator<32>> const &),FDefaultDelegateUserPolicy>::Execute(const TArray<FBindingChainElement,TSizedDefaultAllocator<32>> &) Line 549 C++
UnrealEditor-PropertyAccessEditor.dll!SPropertyBinding::ResolveIndirection(const TArray<TSharedPtr<FBindingChainElement,1>,TSizedDefaultAllocator<32>> & BindingChain) Line 1051 C++
UnrealEditor-PropertyAccessEditor.dll!SPropertyBinding::HasBindablePropertiesRecursive::__l2::<lambda_1>::operator()(FProperty * Property) Line 313 C++
UnrealEditor-PropertyAccessEditor.dll!SPropertyBinding::ForEachBindableProperty<`SPropertyBinding::HasBindablePropertiesRecursive'::`2'::<lambda_1>>(UStruct * InStruct, SPropertyBinding::HasBindablePropertiesRecursive::__l2::<lambda_1> Pred) Line 208 C++
UnrealEditor-PropertyAccessEditor.dll!SPropertyBinding::HasBindablePropertiesRecursive(UStruct * InStruct, TSet<UStruct *,DefaultKeyFuncs<UStruct *,0>,FDefaultSetAllocator> & VisitedStructs, TArray<TSharedPtr<FBindingChainElement,1>,TSizedDefaultAllocator<32>> & BindingChain) Line 343 C++
UnrealEditor-PropertyAccessEditor.dll!SPropertyBinding::HasBindablePropertiesRecursive::__l2::<lambda_1>::operator()(FProperty * Property) Line 319 C++
UnrealEditor-PropertyAccessEditor.dll!SPropertyBinding::ForEachBindableProperty<`SPropertyBinding::HasBindablePropertiesRecursive'::`2'::<lambda_1>>(UStruct * InStruct, SPropertyBinding::HasBindablePropertiesRecursive::__l2::<lambda_1> Pred) Line 208 C++