Quick answer: Unreal Iris state history rewinding to a state with references to destroyed actors? Iris doesn't validate references during rewind - guard your replay logic with IsValid.
Replay of last 200ms shows enemy pointing at a player who has already despawned.
Validate on replay
Replay logic must check IsValid on every actor reference. Rewound state can include now-stale pointers.
Or skip stale frames
If a key actor is destroyed, skip frames that reference it. The replay is shorter but consistent.
Use NetGUIDs
Reference actors by NetGUID rather than pointer. Lookup at replay time returns null cleanly for destroyed actors.
“State history is a time machine. The future has destroyed some of its past.”
Replays are a class of feature that exposes every state-management bug. Plan for the bugs; they'll find you regardless.