Ok, after a looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo…
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.ooooot of refactors, I got the solution.
I find out that I was performing readings to PlayerState and GameState inside loops, not so many but yes severals in a short amount of time, for some reasson when many players where connected, like 3…, this loop at the same time crashed unreal itself, even cooked and shipped.
Solution, Refactor whatever I needed that I was reading from PlayerState into a place that could be cached, and that did the trick.
Hope it helps to any other soul in pain with the same error.
*btw… I hope the guy who invented “pure functions” goes to hell, soon if possible.