efd9921fde67b384655e4b2d7373ea646fe6e158
A client that joins while a conversation is already active can run OnRep with NetConnectedPawns/NetActiveSpeakerPawn entries whose replicated pawn references haven't resolved yet (actor channel not open). NetConnectedPawns.Num() > 0 did not guarantee a non-null element, so OnRep_ConversationState dereferenced a null pawn in its log (crash in Dev/PIE) and ApplyConversationGaze set TargetActor to null (gaze glitch). Both now skip until the reference resolves — OnRep fires again once it's patched in. More likely with 3+ clients. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Eleven Labs Integration for Unreal Engine 5.5
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