Teleport in tiled landscape/world composition cause client crash

Hey.

We are running a small MMO with dedicated server in a tiled landscape and world composition.

Often when we teleport over large distance I assume we cause the tiles to stream in and the engine might load them in the wrong error.

Any clue how to fix this?

Error message:

[2020.09.01-07.38.31:872][384]LogBlueprintUserMessages: [itemEquipmentHair_C_2147482098] vis DO eq long hair
[2020.09.01-07.38.31:987][394]LogNet: NotifyStreamingLevelUnload: Level /Game/Worldmap/orcFort.orcfort:PersistentLevel
[2020.09.01-07.38.32:036][394]LogUObjectHash: Compacting FUObjectHashTables data took   6.67ms
[2020.09.01-07.38.32:049][395]LogStreaming: Display: Flushing async loaders.
[2020.09.01-07.38.32:996][395]LogSkinnedMeshComp: Warning: GetSocketByName(tail): No SkeletalMesh for Component(mountMesh) Actor(charAiGoat_C_2147470668)
[2020.09.01-07.38.32:996][395]LogSkinnedMeshComp: Warning: GetSocketByName(tail): No SkeletalMesh for Component(mountMesh) Actor(charAiGoat_C_2147470668)
[2020.09.01-07.38.32:996][395]LogSkinnedMeshComp: Warning: GetSocketByName(tail): No SkeletalMesh for Component(mountMesh) Actor(charAiGoat_C_2147470668)
[2020.09.01-07.38.32:996][395]LogSkinnedMeshComp: Warning: GetSocketByName(tail): No SkeletalMesh for Component(mountMesh) Actor(charAiGoat_C_2147470668)
[2020.09.01-07.38.32:999][395]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor charAiPlayerVendor_C_2147470659. Function setSwimMod will not be processed.
[2020.09.01-07.38.33:002][395]LogSkinnedMeshComp: Warning: GetSocketByName(tail): No SkeletalMesh for Component(mountMesh) Actor(charAiGoat_C_2147470668)
[2020.09.01-07.38.33:005][395]LogBlueprintUserMessages: [markers_C_2147481294] added OHC for: admin's vendor
[2020.09.01-07.38.33:055][396]LogStreaming: Display: UWorld::AddToWorld: updating components for /Game/Worldmap/terrejn/terrejn_x6_y2 took (less than) 38.55 ms
[2020.09.01-07.38.33:117][397]LogSkinnedMeshComp: Warning: GetSocketByName(tail): No SkeletalMesh for Component(mountMesh) Actor(charAiGoat_C_2147470668)
[2020.09.01-07.38.33:121][397]LogNet: NotifyStreamingLevelUnload: Level /Game/Worldmap/terrejn/terrejn_x5_y1LOD/terrejn_x5_y1_LOD2.terrejn_x5_y1_LOD2:PersistentLevel
[2020.09.01-07.38.33:330][397]LogUObjectHash: Compacting FUObjectHashTables data took   5.38ms
[2020.09.01-07.38.33:369][397]LogStreaming: Display: UWorld::AddToWorld: updating components for /Game/Worldmap/terrejn/terrejn_x6_y2 took (less than) 36.90 ms
[2020.09.01-07.38.33:598][412]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.09.01-07.38.33:598][412]LogNet: NotifyStreamingLevelUnload: Level /Game/Worldmap/terrejn/terrejn_x6_y2LOD/terrejn_x6_y2_LOD2.terrejn_x6_y2_LOD2:PersistentLevel
[2020.09.01-07.38.33:841][412]LogOutputDevice: Warning: 

Script Stack (0 frames):

[2020.09.01-07.38.33:841][412]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.09.01-07.38.33:846][412]LogWindows: Error: === Critical error: ===
[2020.09.01-07.38.33:846][412]LogWindows: Error: 
[2020.09.01-07.38.33:846][412]LogWindows: Error: Fatal error: [File:E:/ue/UnrealEngine-4.24.3-release/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 853] 
[2020.09.01-07.38.33:846][412]LogWindows: Error: Rendering thread exception:
[2020.09.01-07.38.33:846][412]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:\ue\UnrealEngine-4.24.3-release\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] 
[2020.09.01-07.38.33:846][412]LogWindows: Error: Array index out of bounds: -24 from an array of size 1