Thanks for the response! I should have been more specific in my initial post, I’m a bit tired after many debugging hours.
The server is actually the one crashing. The client survives and gets sent back to the main menu.
Regarding your comment, I mostly use C++ and don’t have any variables or strings with either type of slash in the name. Also, the relevant blueprints don’t have them as far as I can tell but I’ll keep looking to triple check.
Could you be a bit more specific about “running Actor Sequence on a replicated actor on client”? Are you saying running an Animation Sequence on a replicated actor on the client side could cause a client to crash?