Unreal normally breaks the loop after 100000 or something cycles, it just is unreliable. Actually I have made several functions which require even larger loops and the breaking caused me trouble. What I would much prefer is a loop where you can tell Unreal "don't break the loop even if it takes 1 million cycles to complete".somehow force to break from a runaway loop over 10000 interators instead of crash.
The circumstances under which you need/use such loops are rare. But I have seen break-ups already in large maps in the "IsRelevant" mutator chain in conjunction with some mods (e.g. ArcticCastle + MonsterMash in older UTF = Crash).
Normally the loop break is wanted and the crash actually tells you that you did something wrong in your mod... just not always.


