Chat function crashing dedicated server?

Hey there, I’m working on a multiplayer (two player) TCG. Everything seems to be working so far, except when I added my chat functionality. My dedicated server seems to get overwhelmed and crashed when I submit multiple messages (regardless of length in between). The chat message is sent unreliably (as I use some multicast logic in the chat) to my clients Player State, at which point I call an unreliable Server event which calls an unreliable Multicast, which casts to local HUD’s and adds a child component. I’m not really sure if anything in this logic could be messing up the server as when I play a card, I use (literally the exact same) logic but I play an animation on the other end instead (the logic is called from the same UMG blueprint the chat message is called from; yet this does not crash the game no matter how many times the logic is repeated). I’m a little new to networking, using source built engine to build the server ETC, I can’t figure it out. I was getting a few errors regarding “MallocBinned2” but those went away after switching some functions from reliable to unreliable. I guess I’m asking should functions like this be called reliably? Could I have too many replicated variables? I feel like this is a memory allocation issue but again, I’m not seeing any errors on my end, the server simply closes. I have attached the most recent crash log as well as some screenshots of the chat logic, any further information required from me just let me know.

The screenshots are in order of being called, 1 = initial call on UMG, 2 = multicast from playerstate, 3 = add child on HUD UMG.

If you’ll notice on line 175 & 176 of the attached log, you can see my two “message received” print strings, immediately following was another attempted message sent however the following line reads “LogSlate: Request Window ‘Reign of Cards Reign of Cards’ being destroyed”?

EDIT: I want to add, the crashing does not occur in the editor with a simulated dedicated server and two connected client, I can send unlimited messages and haves test upward of 100+ turn cycles, no hitches. So it seems to only occur when using a packaged development client and source built development server.

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