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Thanks a lot for the detailed report. Super interesting to see results that aren't our own prepared multiplayer tests with a sizeable amount of players which entails various network configurations.

The OOS description is also really useful - we've had some other instances before where localized text created false-positive out-of-synch states and this sounds like it could be something similar.

Did the crashes produce any exception logs or dumps that managed to be uploaded through the crashlogging tool?