Multiplayer Game crashes on one or more clients when there are at least 2 remote clients apart from the server

It turns out that I was using a struct from an actor which, on some clients, had not replicated yet.

I was passing the struct property from this invalid actor to a new actor for creation, resulting in this crash, since the input struct was accordingly invalid, like the actor from which it was retrieved.

I’ll make sure to provide log files the next time I post a question like this.