Ah sorry, I thought I had already provided the callstack. Here’s the most frequent callstack but it can happen anywhere that I use the states that I retrieved via ReadSyncState/ReadAuxState.
<unknown> 0x0000000200000002
FMoverDataCollection::FindDataByType(const UScriptStruct *) MoverTypes.cpp:387
UCustomComponent::GetIsShooting() GSShootingComponent.cpp:588
UFunction::Invoke(UObject *, FFrame &, void *const) Class.cpp:7453
FPropertyAccessSystem::CallNativeAccessor(UObject *, UFunction *, void *) PropertyAccess.cpp:442
FPropertyAccessSystem::GetAccessAddress<`FPropertyAccessSystem::ProcessCopy'::`11'::<lambda_1> >(void *,const FPropertyAccessLibrary &,const FPropertyAccessIndirectionChain &,<lambda_1>) PropertyAccess.cpp:536
FPropertyAccessSystem::ProcessCopy(UStruct *, void *, const FPropertyAccessLibrary &, int, int, TFunctionRef<…>) PropertyAccess.cpp:618
[Inlined] FPropertyAccessSystem::ProcessCopies(UStruct *, void *, const FPropertyAccessLibrary &, int) PropertyAccess.cpp:648
PropertyAccess::ProcessCopies(UObject *, const FPropertyAccessLibrary &, const PropertyAccess::FCopyBatchId &) PropertyAccess.cpp:742
FAnimSubsystem_PropertyAccess::OnPreUpdate_GameThread(FAnimSubsystemUpdateContext &) AnimSubsystem_PropertyAccess.cpp:12
[Inlined] UAnimInstance::UpdateAnimation::__l40::<lambda_1>::operator()(const FAnimSubsystemInstanceContext &) AnimInstance.cpp:625
[Inlined] Invoke(<lambda_1> &, const FAnimSubsystemInstanceContext &) Invoke.h:47
UE::Core::Private::Function::TFunctionRefCaller<`UAnimInstance::UpdateAnimation'::`40'::<lambda_1>,enum EAnimSubsystemEnumeration,FAnimSubsystemInstanceContext const &>::Call(void *,const FAnimSubsystemInstanceContext &) Function.h:320
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(const FAnimSubsystemInstanceContext &) Function.h:471
UAnimBlueprintGeneratedClass::ForEachSubsystem(UObject *, TFunctionRef<…>) AnimBlueprintGeneratedClass.cpp:431
UAnimInstance::UpdateAnimation(float, bool, EUpdateAnimationFlag) AnimInstance.cpp:622
USkeletalMeshComponent::TickAnimInstances(float, bool) SkeletalMeshComponent.cpp:1729
USkeletalMeshComponent::TickAnimation(float, bool) SkeletalMeshComponent.cpp:1680
USkeletalMeshComponent::TickPose(float, bool) SkeletalMeshComponent.cpp:1883
USkinnedMeshComponent::TickComponent(float, ELevelTick, FActorComponentTickFunction *) SkinnedMeshComponent.cpp:1667
USkeletalMeshComponent::TickComponent(float, ELevelTick, FActorComponentTickFunction *) SkeletalMeshComponent.cpp:1990
[Inlined] FActorComponentTickFunction::ExecuteTick::__l2::<lambda_1>::operator()(float) ActorComponent.cpp:1591
FActorComponentTickFunction::ExecuteTickHelper<`FActorComponentTickFunction::ExecuteTick'::`2'::<lambda_1> >(UActorComponent *,bool,float,ELevelTick,const <lambda_1> &) Actor.h:4835
FActorComponentTickFunction::ExecuteTick(float, ELevelTick, Type, const TRefCountPtr<…> &) ActorComponent.cpp:1589
[Inlined] FTickFunctionTask::DoTask(Type, const TRefCountPtr<…> &) TickTaskManager.cpp:329
TGraphTask::ExecuteTask() TaskGraphInterfaces.h:706
UE::Tasks::Private::FTaskBase::TryExecuteTask() TaskPrivate.h:527
[Inlined] FBaseGraphTask::Execute(TArray<…> &, Type, bool) TaskGraphInterfaces.h:505
FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:779
FNamedTaskThread::ProcessTasksUntilIdle(int) TaskGraph.cpp:678
[Inlined] FTaskGraphCompatibilityImplementation::ProcessThreadUntilIdle(Type) TaskGraph.cpp:1419
FTaskGraphCompatibilityImplementation::ProcessUntilTasksComplete(const TArray<…> &, Type, const TFunction<…> &) TaskGraph.cpp:1557
FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool, TArray<…> &) TickTaskManager.cpp:986
FTickTaskManager::RunTickGroup(ETickingGroup, bool) TickTaskManager.cpp:2078
UWorld::RunTickGroup(ETickingGroup, bool) LevelTick.cpp:783
UWorld::Tick(ELevelTick, float) LevelTick.cpp:1511
UEditorEngine::Tick(float, bool) EditorEngine.cpp:2149
UUnrealEdEngine::Tick(float, bool) UnrealEdEngine.cpp:530
FEngineLoop::Tick() LaunchEngineLoop.cpp:5619
[Inlined] EngineTick() Launch.cpp:60
GuardedMain(const wchar_t *) Launch.cpp:189
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:271
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:339
There is nothing in the logs related to this. I also have 2 foreground workers with potentially relevant callstacks which I can post in the next reply.