Using ispooled variable in the actor is unsafe and should be redesigned. The problem is only for actors that were put in the scene from the editor. The Poolmanaged doesn't know anything about those prefabs. The framework managed that by caching prefabs before making a build but it won't work for scenes that were not added to the scene manager.
Another solution is to remove entirely editor prefab check and ispooled variable. Instead, add the string name of the prefab in the actor that will be used for getting proper prefab instance id.