I have a simple setup using the CentralEconomy mod for spawners. I've set up some custom vehicle spawners for CE that were working perfectly fine prior to the most recent update, this video shows one of these spawned vehicles working fine the day prior to the update:
https://youtu.be/YjSoOBsXzsk?t=281
I don't think I made any changes to my mod in between it working and breaking. I recorded that video before going to bed, when I woke up I saw update was released, booted up WB and went to test things and ran into this getting into a vehicle:
Reason: Access violation. Illegal read by 0x140bba89d at 0x0 Class: 'SCR_GetInUserAction' Function: 'PerformAction' Stack trace: Scripts/Game/UserActions/SCR_GetInUserAction.c:44 Function PerformAction Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:232 Function DoProcessInteraction Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:721 Function OnPostFrame
The line in question SCR_GetInUserAction.c:44 has a few calls to internal script/game/engine methods that can't be modded (GetInVehicle, GetRevelvantDoor) so I think this is a bug introduced in the latest update:
if (!compartmentAccess.GetInVehicle(pOwnerEntity, targetCompartment, false, GetRelevantDoorIndex(pUserEntity), ECloseDoorAfterActions.RETURN_TO_PREVIOUS_STATE, false))
If I change the teleport flag (3rd arg) to true it seems to fix the crash but then breaks other stuff like the enter animation and interior action contexts:
if (!compartmentAccess.GetInVehicle(pOwnerEntity, targetCompartment, true, GetRelevantDoorIndex(pUserEntity), ECloseDoorAfterActions.RETURN_TO_PREVIOUS_STATE, false))
If I spawn the same vehicle in through GM mode my character can enter and exit fine. It's just vehicles created via script seem to be breaking on GetInUserAction.
Happy to provide mdmp and a minimal repro case enfusion project via Discord