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How can i make sure TFuture.State.Object is valid?

This may be a bug, but I cant seem to find a way to check if a TFutures.State.Object is null. I've tried using Future.IsValid before Future.IsReady, but it throws an error because the state was null. How can I validate this? The error is only occurring when i begin the async logic and then stop playing in editor.

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Product Version: UE 4.20
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asked Sep 15 '18 at 07:31 PM in C++ Programming

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