Asynchronously loading a level that has one or more Actors using the "Async Load Primary Asset" node will enable dirty grug for that level asset.
The cause is a modified code(CL-3764602) for the
This code calls OnAssetLoaded for the level asset, and some functions of the actor of that level (AActor :: RerunConstructionScripts, AActor :: DestroyConstructedComponents (), UActorComponent :: Rename) are called. This causes dirtyflag of the level asset to be effective.
Probably, if we judge whether LoadedAsset is level or not with the above code, I think that this issue will be fixed.
There's no existing public thread on this issue, so head over toAnswerHub just mention UE-62175 in the post.