Multicast function crashes when set to 'reliable'

Hi guys. I’m having problems with networking in cpp, I have a replicated custom ustruct and one function that is netMulticast. The function doesn’t do anything (it’s there just for testing).

The actor is a static mesh actor and is set to ‘replicated’ (without movement replication).

UFUNCTION(unreliable, NetMulticast, WithValidation) works fine, but I fear that I might miss some variable updates that I need to do… But when I set it to ‘reliable’, it crashes the engine. What’s even weirder, it doesn’t crash every time, it’s like 50/50 chance when I hit play that it will crash just after the level loads.

When i change ‘netmulticast’ to ‘server’ or ‘client’, it works while reliable, altough I need it to run on the client, called from the server.

So in short summary. Same function, called from the server with authority check. Server reliable is ok, client reliable is ok, netmulticast reliable 50% chance of crashing.

Has anyone experienced something like this?