the hero Gotham needs but doesn’t deserve
[QUOTE=;684942]
Its crashing at the line below, I already validate the player controller previous to this in the function, so it means that between when you call the node and when it finishes getting the list you are deleting a player controller.
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
I’ll add additional validity checks for player controllers in to the async nodes where appropriate, however you might want to check your blueprints because it sounds like there might be issues if you are dropping players while doing things.
Edit yeah just checked, that is the only node that was missing the last check. I fixed it and will re-upload.
[QUOTE=;684959]
Uploaded new version fixing a missing validity check in GetFriendsCallbackProxy
Thank you very much for this. Really appreciated.
In regards to what you have said, I managed to isolate it down thanks to your debug. I have a lobby which has the player list call their steam friend info to populate name and avatar. Not sure why they are getting any invalidities however as I have checks everywhere for validity before I try to get anything from them!
Only thing I can assume (with rough understanding) is perhaps my player controller reference is not obtained fast enough, so perhaps I could have put a validity check in before using that? See picture below.
I expect the player controller reference is still NULL sometimes due to load etc. Could be totally wrong.
Either way, appreciate the response and fix!