I think because i use the GM:=GameManager ref in various devices when the round ends it auto starts a chain reaction and throws out 5 Verse runtime errors.
I believe as its round end and when a new round starts it’ll reset the verse it shouldnt be a issue but just need some guidance with this one
What its doing is causing the first error then creating more errors like a domino effect
Its just the Fortnite round system and i have never experienced it crash. It never errors in sessions or playtests only on published version and i end the round with the End_Game_Device but i ensure i have enough time to run any functions at the end before the round ends(Activating the device).
I implemented a race: between the loop: and a GameEndSignal() that seems to have helped also.
IMO it’s just the round ending that causes that and it’s harmless, the devices are crashing while a new round is beginning and it sends fake reports, I can’t confirm it but we’ve been having similar issues that wouldn’t occur when playing but still shows in the errors list
Also I know that when a device crash (not the server), it doesn’t crash the server, so that’s what I’m thinking is happening
Attempt to read a NULL value from __verse_0xXXXXXX_SomeVarReferencingSomeVerseDevice.
Internal error encountered: Attempted to access some_device_name_2147XXXXXX via property _Self, but some_device_name_2147XXXXXX is not valid (pending kill or garbage).
Internal error encountered: Accessed None trying to read Class from property $Callee_20.
Again, cannot confirm or deny, just a feeling I have