Thanks for the input, 'really appreciated -
I tried going through the call stack, but but with limited understanding of the underlying low-level logic it doesn't give me much to go on to be honest ; it's definitely fired during the loading process, and it does seem to have to do with "on created" triggers, at which point it all becomes indices in condition arrays and event blocks and I get a bit lost in the events that are currently running when the assert triggers.
assert2 (preview_prelude.js:11)
Runtime.getObjectByUID (preview.js:2863)
cr.add_common_aces.cnds.PickByUID (commonace.js:475)
Condition.run_static (eveng.js:1303)
EventBlock.run (eveng.js:868)
EventBlock.run_subevents (eveng.js:996)
EventBlock.run_actions_and_subevents (eveng.js:935)
EventBlock.run (eveng.js:888)
Runtime.executeSingleTrigger (preview.js:4843)
Runtime.triggerOnSheetForTypeName (preview.js:4762)
Runtime.triggerOnSheet (preview.js:4694)
Runtime.trigger (preview.js:4665)
Acts.CallFunction (Function_plugin.js:180)
Action.run_object (eveng.js:1852)
EventBlock.run_actions_and_subevents (eveng.js:931)
EventBlock.run (eveng.js:888)
Runtime.executeSingleTrigger (preview.js:4843)
Runtime.triggerOnSheetForTypeName (preview.js:4762)
Runtime.triggerOnSheet (preview.js:4694)
Runtime.trigger (preview.js:4665)
Layout.startRunning (layout.js:381)
Runtime.doChangeLayout (preview.js:2743)
Runtime.loadFromJSONString (preview.js:5499)
Runtime.handleSaveLoad (preview.js:5302)
Runtime.logic (preview.js:2610)
Runtime.tick (preview.js:2322)
Runtime.initRendererAndLoader.tickFunc (preview.js:649)
As for the triggers I am using, well... Quite a lot ; it's a full platformer game - I'm unable to reproduce the issue on small test scenes, and binary chopping through my events doesn't get me very far in terms of narrowing things down.