I have a USTRUCT object named FHitboxCollisionMessage that is being passed between two objects the CapsuleHitbox.cpp and the HitboxController.cpp by using a TQueue object. The FHitboxCollisionMessage contains an FString named UniqueID, and when the message is dequeued from the TQueue the UniqueID becomes corrupted. This can be seen in the output log print statement inside the HitboxController.cpp file. The UniqueID sometimes becomes foreign characters, emojis, or is just wrong. Using Unreal Engine 4.27.
Below are screenshots of the code and output log:
NOTE: I occasionally receive an Access Violation exception when logging the UniqueID.
USTRUCT FHitboxCollisionMessage
CapsuleHitbox.cpp
HitboxController.cpp
Output Log