FAudioDevice::StopActiveSound() crash

Hi all,

Is anyone familiar with the crash with the errors below?
I am not entirely sure what is the reason for it to happen. I did recently mess with VOIPTalker to get it into working condition.

This seems to only occur when I am hosting a lobby with multiple clients, and the host disconnects (forcing everyone else to leave as well), and for some reason will consistently only crash one client.

This used to happen as well when the client would choose to disconnect but seemed to have been fixed when I added a function that would remove all VOIPTalkers before the user disconnected.

Could this be due to the VOIPTalker not cleaning up properly?
Could this be a development build issue only? As I could not replicate this in packaged release version.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000510000a0

UnrealEditor_Engine!FAudioDevice::StopActiveSound() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AudioDevice.cpp:5593]
UnrealEditor_Engine!FAudioThread::GetCommandWrapper'::7’::<lambda_2>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\AudioThread.cpp:279]
UnrealEditor_Engine!UE::Tasks::Private::TExecutableTaskBase<TUniqueFunction<void __cdecl(void)>,void,void>::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:701]
UnrealEditor_Engine!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:436]
UnrealEditor_Engine!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::11’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]