When a RPC client is destroyed by GC, which is always called when changing scenes, there could be an issue where its Conduits would be destroyed, and then FRunnableThread would try to access them, crashing the engine in process.
To mitigate this, BeginDestroy, which is called before destructor, would Stop the RPC client; also, FRunnableThread is stored via an Atomic; this fixes synchronization issues with multiple calls to Stop()
When a RPC client is destroyed by GC, which is always called when changing scenes, there could be an issue where its Conduits would be destroyed, and then FRunnableThread would try to access them, crashing the engine in process. To mitigate this, BeginDestroy, which is called before destructor, would Stop the RPC client; also, FRunnableThread is stored via an Atomic; this fixes synchronization issues with multiple calls to Stop()