A simple SetObject in EOnInit crashes WB. Looks like different Meshes to set crash more often than others. Somewhat random. This is in a new and empty project. I also sent the crash report with the link of this ticket.
Here the Component I used:
```
class SetObjectTestClass : ScriptComponentClass
{
}
class SetObjectTest : ScriptComponent
{
[Attribute("", UIWidgets.ResourcePickerThumbnail, "", "et")]
protected ResourceName m_sPrefabToTakeMeshFrom;
//------------------------------------------------------------------------------------------------
VObject GetPrefabVObject(ResourceName prefab)
{
IEntityComponentSource itemComponentSource = SCR_BaseContainerTools.FindComponentSource(Resource.Load(prefab), "MeshObject");
if (!itemComponentSource)
return null;
ResourceName resourceNameObject;
itemComponentSource.Get("Object", resourceNameObject);
if (!resourceNameObject)
return null;
return Resource.Load(resourceNameObject).GetResource().ToVObject();
}
//------------------------------------------------------------------------------------------------
override void EOnInit(IEntity owner)
{
VObject vobject = GetPrefabVObject(m_sPrefabToTakeMeshFrom);
if (!vobject)
return;
owner.SetObject(vobject, "");
}
//------------------------------------------------------------------------------------------------
override void OnPostInit(IEntity owner)
{
SetEventMask(owner, EntityEvent.INIT);
}
}
```
If you set the mesh with this:
```
//------------------------------------------------------------------------------------------------
override void _WB_AfterWorldUpdate(IEntity owner, float timeSlice)
{
if (m_NewVObject)
owner.SetObject(m_NewVObject, "");
}
```
you get no mesh or a random debug mesh instead of the new mesh or it also crashes the WB
{F3239631}