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PopcornFX.dll Crash on Shutdown #74

Description

@AMZN-Gene

Steps to Repro

  1. Open Multiplayer.sln
  2. Run MultiplayerSample GameLauncher in the debugger (profile mode is fine)
  3. Open console (~ key) and "quit"

Expected Results
MultiplayerSample.GameLauncher shuts downs without crashing

Actual Results
App crashes inside the PopcornFX.dll when trying to release an environment variable

 	PopcornFX.dll!AZStd::pair<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>,AZStd::function<void __cdecl(AZ::ReflectContext *)>>::~pair<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>,AZStd::function<void __cdecl(AZ::ReflectContext *)>>()	C++
 	PopcornFX.dll!AZStd::Internal::hash_table_storage<AZStd::Internal::UnorderedMapTableTraits<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>,AZStd::function<void __cdecl(AZ::ReflectContext *)>,AZStd::hash<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>>,AZStd::equal_to<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>>,AZStd::allocator,0>,1>::~hash_table_storage<AZStd::Internal::UnorderedMapTableTraits<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>,AZStd::function<void __cdecl(AZ::ReflectContext *)>,AZStd::hash<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>>,AZStd::equal_to<AZStd::basic_string<char,AZStd::char_traits<char>,AZStd::allocator>>,AZStd::allocator,0>,1>()	C++
>	PopcornFX.dll!AZ::Internal::EnvironmentVariableHolder<ScriptCanvasModel>::DestructDispatchNoLock(AZ::Internal::EnvironmentVariableHolderBase * base, AZ::Internal::EnvironmentVariableHolderBase::DestroyTarget selfDestruct) Line 254	C++
 	O3DEKernel.dll!AZ::Internal::EnvironmentVariableHolderBase::UnregisterAndDestroy(void(*)(AZ::Internal::EnvironmentVariableHolderBase *, AZ::Internal::EnvironmentVariableHolderBase::DestroyTarget) destruct, bool moduleRelease) Line 102	C++
 	[External Code]	
 	MultiplayerSample.GameLauncher.exe!AZ::DynamicModuleHandleWindows::UnloadModule() Line 142	C++
 	MultiplayerSample.GameLauncher.exe!AZ::DynamicModuleHandle::Unload() Line 90	C++
 	[External Code]	
 	[Inline Frame] MultiplayerSample.GameLauncher.exe!AZStd::Internal::sp_counted_base::release() Line 87	C++
 	[Inline Frame] MultiplayerSample.GameLauncher.exe!AZStd::Internal::shared_count::{dtor}() Line 289	C++
 	[Inline Frame] MultiplayerSample.GameLauncher.exe!AZStd::Internal::destroy<AZStd::shared_ptr<AZ::ModuleDataImpl> *,AZStd::shared_ptr<AZ::ModuleDataImpl>,0>::single(AZStd::shared_ptr<AZ::ModuleDataImpl> *) Line 68	C++
 	[Inline Frame] MultiplayerSample.GameLauncher.exe!AZStd::vector<AZStd::shared_ptr<AZ::ModuleDataImpl>,AZStd::allocator>::pop_back() Line 580	C++
 	MultiplayerSample.GameLauncher.exe!AZ::ModuleManager::UnloadModules() Line 263	C++
 	MultiplayerSample.GameLauncher.exe!AZ::ComponentApplication::Destroy() Line 1042	C++
 	MultiplayerSample.GameLauncher.exe!AzFramework::Application::Stop() Line 285	C++
 	MultiplayerSample.GameLauncher.exe!O3DELauncher::Run(const O3DELauncher::PlatformMainInfo & mainInfo) Line 638	C++
 	MultiplayerSample.GameLauncher.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 41	C++

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