Hey again, thanks for pointing me at the log again. Indeed that confirms which ensure was tripped. I’m submitting an engine change for review right now since it should not be surprising to us that if we expose TSharedPtr<FComponentRequestHandle> to game code, that the destructor ~FComponentRequestHandle() might be called during world teardown or app shutdown. I’ll aim to get this addressed in engine code. The callstack would help get the change in, but since here we are returning the TSharedPtr<FComponentRequestHandle> at which point engine code has no control over the lifetime anymore, I expect no trouble getting this merged in.