Crash on GameLift Dedicated Server (Error: GetObjectFromNetGUID: Failed to find outer.)

I am getting an intermittent crash when I try to log into my Unreal Engine 5 game. So sometimes the crash happens, and sometimes everything works completely fine. The crash seems to happen right before I travel to the main map (right before gameplay). The map was originally setup as a partitioned map, but I disabled the partition as I didn’t want that feature anymore. I am thinking that perhaps the problem is how GameLift is handling the partition and sometimes doesn’t travel to the map correctly? Maybe I need to disable some partition feature, but not sure…Here is some information on the setup:

  • Unreal Engine version: 5.0.3
  • GameLift SDK version: 3.4.1
  • EC2 instance: c4.2xlarge
  • Number of simultaneous processes: 3 (takes up about 35% CPU and 35% RAM)

Below are the logs showing the error. Your help would be much appreciated for this!

[2023.07.24-21.43.26:369][760]LogTemp: Have spawned the SpawnWeapon actor of the specified SpawnItemClass
[2023.07.24-21.43.26:369][760]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2023.07.24-21.43.26:369][760]LogNetPackageMap: Error: GetObjectFromNetGUID: Failed to find outer. FullNetGUIDPath: [7]/Game/_Game/Maps/TransitionLevel.[5]TransitionLevel
[2023.07.24-21.43.26:369][760]LogNetPackageMap: Error: GetObjectFromNetGUID: Failed to find outer. FullNetGUIDPath: [7]/Game/_Game/Maps/TransitionLevel.[5]TransitionLevel.[3]PersistentLevel
[2023.07.24-21.43.26:369][760]LogNetPackageMap: Error: GetObjectFromNetGUID: Failed to find outer. FullNetGUIDPath: [7]/Game/_Game/Maps/TransitionLevel.[5]TransitionLevel.[3]PersistentLevel.[8]DekkerBP_C_2147478667
[2023.07.24-21.43.27:992][760]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000100000019

[2023.07.24-21.43.27:992][760]LogCore: Fatal error!

0x0000000006ddbf07 ShooterServer!UObjectBaseUtility::GetFullName(UObject const*, FString&, EObjectFullNameFlags) const [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectBaseUtility.cpp:107]
0x0000000006ddbec4 ShooterServer!UObjectBaseUtility::GetFullName(UObject const*, EObjectFullNameFlags) const [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectBaseUtility.cpp:90]
0x000000000cfaf625 ShooterServer!AActor::GetWorld() const::$_55::operator()() const [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Engine/Private/Actor.cpp:561]
0x000000000a7e3f19 ShooterServer!AActor::GetWorld() const [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Engine/Private/Actor.cpp:561]
0x000000000642e76c ShooterServer!AShooterCharacter::CheckMatchState() [C:/Users/ack/Documents/Unreal Projects/Shooter/Shooter/Source/Shooter/ShooterCharacter.cpp:647]
0x0000000006467c48 ShooterServer!AShooterPlayerController::execStartOnPossess(UObject*, FFrame&, void*) [C:/Users/ack/Documents/Unreal Projects/Shooter/Shooter/Intermediate/Build/Linux/B4D820EA/ShooterServer/Inc/Shooter/ShooterPlayerController.gen.cpp:208]
0x0000000006bda637 ShooterServer!UFunction::Invoke(UObject*, FFrame&, void*) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:5912]
0x0000000006d89973 ShooterServer!UObject::ProcessEvent(UFunction*, void*) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:2001]
0x000000000a7e55bf ShooterServer!AActor::ProcessEvent(UFunction*, void*) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Engine/Private/Actor.cpp:1030]
0x0000000006425161 ShooterServer!TBaseUFunctionDelegateInstance<AShooterPlayerController, void (), FDefaultDelegateUserPolicy, AShooterCharacter*>::Execute() const [A:/UnrealSource5p03/UnrealEngine/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:149]
0x000000000b64f457 ShooterServer!FTimerUnifiedDelegate::Execute() [A:/UnrealSource5p03/UnrealEngine/Engine/Source/Runtime/Engine/Public/TimerManager.h:51]
0x000000000b64e1a3 ShooterServer!FTimerManager::Tick(float) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Engine/Private/TimerManager.cpp:922]
0x000000000af1c302 ShooterServer!UWorld::Tick(ELevelTick, float) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Engine/Private/LevelTick.cpp:1595]
0x000000000ad4ebdf ShooterServer!UGameEngine::Tick(float, bool) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Engine/Private/GameEngine.cpp:1828]
0x000000000443863c ShooterServer!FEngineLoop::Tick() [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:5209]
0x000000000443df9a ShooterServer!GuardedMain(char16_t const*) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/./Runtime/Launch/Private/Launch.cpp:185]
0x000000000c25bcc8 ShooterServer!CommonUnixMain(int, char**, int ()(char16_t const), void (*)()) [A:/UnrealSource5p03/UnrealEngine/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
0x00007f7646f0213a libc.so.6!__libc_start_main(+0xe9)
0x0000000004432469 ShooterServer!_start()