[Crash] Attempting to replace an object that hasn't been fully loaded

The engine is constantly crashing with the follow error:
“Attempting to replace an object that hasn’t been fully loaded”

This has been reported as fixed per following bugs, however this is still an issue.

I have rebuilt what appears to be the offending asset several times now (by deleting from directory and fixing linker errors on engine restart with a new asset), and in different ways verifying that i don’t have any cyclical dependencies. The rebuilt asset seems to work ok, but then on editor restart, the game crashes on load. I’ve changed the default startup map to an empty map to be able to open the project, but then any attempt to open any blueprint so i can try and diagnose/fix the problem results in engine crash.

any help in the matter is appreciated.

additional info which may help to solve…

the game is trying to load a child class before the parent class. so i’ve default loaded into an empty map so at least the editor can start. i’ve also deleted all of the child classes from the content directory and stored temporarily in a backup folder.

then, with an empty map open, i’ll open the base class. opens fine. then, copy all child classes back into their original directory locations. then open actual map with content. loads fine.

this is the only way i can open the project…not sure how to resolve this. i’ve even placed a parent class into persistent level to see if that resolves anything, but the same startup crash occurs unless i use the procedure above.

found a temporary workaround for this issue, and unfortunately haven’t been able to reproduce this crash in a clean project. the engine would crash when it would attempt to create the BodySetup for a Procedural Mesh Component that was inherited from a parent. So as a temporary fix, I’ve removed logic that creates a procedural mesh component in the parent’s constructor equivalent, and instead rebuilt that logic in the parent’s blueprint construction script (not to be confused with the constuctor). this seems to solve the problem at the moment, but again, would have been nice to be able to reproduce this in a clean project to figure out why this was breaking to begin with.

Thank you so much man.
I had 2 abstract base classes with procedural mesh components and in sum 10 child classes.
Deleting the procedural mesh components and adding them in the construction script fixed the problem. :heart: