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Fix a NRE in DeliverUnit.ReleaseUnit.OnFirstRun #19587
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How does that happen in practice? |
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It makes sense that this could be null. self
would probably crash due to being dead.
Checking the source replay confirmed my suspicion that something more subtle was happing there. The problem is that actors may run their activity in the time after being killed but before the end-tick disposal cleanup happening ( We have two options here:
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Updated as discussed on Discord (second push; first is a rebase): We go with 1) for now and do 2) for next+1. |
As far as I can tell, the problem is that player interfaces like In my opinion the most robust fix would be to simply not allow killing actors before |
Closes #19279.