Cluster resolution problem

I’m getting the following error during GC during level switch:

Object SoundWave /Game/Audio/sfx/wav/s_bot_/s_bot_repair_repair_weld.s_bot_repair_repair_weld from cluster Material /Game/Common/Materials/MM_MRM_01.MM_MRM_01 is referencing 0x0000004b6e915640 SoundAttenuation /Game/Audio/attenuation/att_default.att_default which is not part of root set or cluster.

And it makes sense because att_default is referenced by different object chains, here’s a couple:

(root) GameEngine /Engine/Transient.GameEngine_0->GameInstance
  GameInstance /Engine/Transient.GameEngine_0:GameInstance_0->LocalPlayers
    LocalPlayer /Engine/Transient.GameEngine_0:LocalPlayer_0->PlayerController
      InsomniaPlayerControllerBP_C /Game/Levels/Primary/StartDemo.StartDemo:PersistentLevel.InsomniaPlayerControllerBP_C_0->MouseCursorClass
        BlueprintGeneratedClass /Game/Particular/Interface/Common/Blueprints/MouseCursorBP.MouseCursorBP_C->Insomnia_v2-Win64-Debug.exe!UClass::AddReferencedObjects() [d:\unrealengine\v4x12x4\engine\source\runtime\coreuobject\private\uobject\class.cpp:3183]
          Function /Game/Particular/Interface/Common/Blueprints/MouseCursorBP.MouseCursorBP_C:InitCursor->ScriptObjectReferences
            WidgetBlueprintGeneratedClass /Game/Particular/Interface/Common/Blueprints/UMG/MouseCursorWidget.MouseCursorWidget_C->Insomnia_v2-Win64-Debug.exe!UClass::AddReferencedObjects() [d:\unrealengine\v4x12x4\engine\source\runtime\coreuobject\private\uobject\class.cpp:3183]
              Function /Game/Particular/Interface/Common/Blueprints/UMG/MouseCursorWidget.MouseCursorWidget_C:ProcessAimingState->ScriptObjectReferences
                BlueprintGeneratedClass /Game/Particular/Arm/BaseArmTypes/SniperRifleWeapon.SniperRifleWeapon_C->Insomnia_v2-Win64-Debug.exe!UClass::AddReferencedObjects() [d:\unrealengine\v4x12x4\engine\source\runtime\coreuobject\private\uobject\class.cpp:3183]
                  SniperRifleWeapon_C /Game/Particular/Arm/BaseArmTypes/SniperRifleWeapon.Default__SniperRifleWeapon_C->Effect_Reload_End
                    (standalone) SoundCue /Game/Audio/sfx/assets/sw_rifle_reload_end.sw_rifle_reload_end->AttenuationSettings
                      (target) SoundAttenuation /Game/Audio/attenuation/att_default.att_default
  
(root) CrowdManager /Game/Levels/Primary/StartDemo.StartDemo:NavigationSystem_0.CrowdManager_0->Outer
  NavigationSystem /Game/Levels/Primary/StartDemo.StartDemo:NavigationSystem_0->AbstractNavData
    AbstractNavData /Game/Levels/Primary/StartDemo.StartDemo:PersistentLevel.AbstractNavData-Default->Outer
      Level /Game/Levels/Primary/StartDemo.StartDemo:PersistentLevel->Insomnia_v2-Win64-Debug.exe!ULevel::AddReferencedObjects() [d:\unrealengine\v4x12x4\engine\source\runtime\engine\private\level.cpp:281]
        InsomniaGameModeBP_C /Game/Levels/Primary/StartDemo.StartDemo:PersistentLevel.InsomniaGameModeBP_C_0->NakedManMaterial
          (standalone) (ClusterRoot) Material /Game/Particular/Avatar/Man/Male/01_BODY/BaseBody/material/MM_nakedMan2.MM_nakedMan2->PhysMaterial
            (standalone) (Clustered) GamePhysicalMaterial /Game/Common/Materials/PhysicalMaterials/PM_meat.PM_meat->ElectricShard
              (standalone) (Clustered) SoundCue /Game/Audio/sfx/assets/s_bot_repair_repair_weld.s_bot_repair_repair_weld->FirstNode
                (Clustered) SoundNodeModulator /Game/Audio/sfx/assets/s_bot_repair_repair_weld.s_bot_repair_repair_weld:SoundNodeModulator_0->ChildNodes
                  (Clustered) SoundNodeWavePlayer /Game/Audio/sfx/assets/s_bot_repair_repair_weld.s_bot_repair_repair_weld:SoundNodeWavePlayer_0->SoundWave
                    (standalone) (Clustered) SoundWave /Game/Audio/sfx/wav/s_bot_/s_bot_repair_repair_weld.s_bot_repair_repair_weld->AttenuationSettings
                      (target) SoundAttenuation /Game/Audio/attenuation/att_default.att_default

How can I resolve this issue? Is there a way to add an asset to a root set?

Anyone? It’s kind of a blocker.