Hmm - it's kind of hard to tell what the issue actually is.
Does it still happen if you don't assign this AI to the missile and it hits something?
The code that actually spawns this missile could also be useful to see, if it's spawned with code and not fired from a weapon.
Another test would be to fire it from a weapon to see if that makes it work or not; that'd also narrow down the possibilities.
It doesn't happen when this AI isn't used by the projectile, I made some mistakes with some new attempts and in some of them I forgot to remove the AI from the comments of the ModPlugin...
The missile itself is fired from a weapon, and the results (without taking into account the guidance stuff which sometimes come off "weird") are thoses outcomes :
The missile fly like any other missile and aim for the targetLocation ; Nothing crashes here.
The missile is fired by the weapon, the second missile is spawned using the AI, and then, the original missile is removed. The spawned missile flameout before hitting it's target and it doesn't matter if its hit it or not ; Nothing crashes either.
The missile is fired normaly, the second missile spawn in and the original one is removed, but this time, the spawned missile hit before the flameout ; The game crash and dump the log I sent.
I'm wondering if removing the missile that run the new AI doesn't messes with the spawned projectile, as the spawned projectile source si the same as the missile removed, does removing the original missile also make the source of the second invalid ?
I'm going to try "moving" the missile instead of spawning a new one and deleting the older one : Still work like a teleportation if I prevent any colliding while it's moving, right ?
Edit : Well, moving the projectile seems fine, problem solved.