Packaging is indeterministic because of Landscape collision LazyObjectPtr

Hi,

While looking at binary differences in 2 consecutive packages of our game from the same untouched data, I noticed the level .uexp files have differences when they have landscapes on them. Debugging points at the serialisation of LazyObjectPtr in the LandscapeComponents, which i think can only be the CollisionComponent property.

Sometimes during serailisation when packaging the same level file will have the lazy pointers with valid GUIDs in the annotation map, and sometimes it won’t. This changes the serialisation adding or removing 16 bytes for each pointer.

Is there any way to control this, or any recommendation to get deterministic behaviour for this kind of asset file?

Thanks in advance,

j.

Actually that pointer doesn’t seme to be used in the client or the server. Just in the editor. I’ll compile it out like this:

	/** Reference to associated collision component */
#if WITH_EDITORONLY_DATA
	UPROPERTY()
	TLazyObjectPtr<ULandscapeHeightfieldCollisionComponent> CollisionComponent;
#endif    

Do you see any problem with this?