# Weak Map Invalid Key Runtime Error

**URL:** <https://forums.unrealengine.com/t/weak-map-invalid-key-runtime-error/1829753>\
**Category:** Issues and Bug Reporting\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fortnite\
**Created:** [April 29, 2024, 9:48pm UTC](https://forums.unrealengine.com/t/weak-map-invalid-key-runtime-error/1829753 "2024-04-29T21:48:24Z")\
**Posts on this page:** 1\
**Showing post:** 15

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**Author:** ![LionUnchained](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/lionunchained/32/1039015_2.png) [@LionUnchained](https://forums.unrealengine.com/u/LionUnchained)\
**Post date:** [May 15, 2024, 2:59pm UTC](https://forums.unrealengine.com/t/weak-map-invalid-key-runtime-error/1829753/15 "2024-05-15T14:59:17Z")

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Also, wanted to add this to the justification for why i’m suspicious generally about the playspace and whether or not everything is actually utilizing the same systems here. I don’t think that the historical fort\_char authorative player controller situation was fully resolved.

Somehow spectator can’t resolve the fort\_char camera when calling Respawn() which indicates that it’s failing yet the players definitely playing with their camera.

I think that code was originally written to expect a guaranteed Fort\_Char and when the system was updated and failable context was added it allowed for these things to silently fail (at least for us) and they just haven’t ever been fully remedied. In this case it could be that fort\_char is now optional and upon elimination the fort\_char gets set back to false prior to the next respawn, but Respawn() still has a reference to the previous fort\_char which it then uses to spawn for the character without updating the value. Again though, impossible to say with it all being a black box.

Just throwin’ it out there since these things tend to go unaddressed and I find this a rather foundational issue to be having with the platform. We need some sort of solid ground to stand on and make presuppositions from, and this definitely ain’t it.

> [@Unable to spectate a player after calling Respawn() on them](https://forums.unrealengine.com/t/unable-to-spectate-a-player-after-calling-respawn-on-them/1217521/19):
>
> It occurs untill the next organic death (not through the Respawn() method) Killing and waiting before calling Respawn() doesn’t change anything, the function just doesn’t trigger an organic respawn somehow

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