Nexttick errorError

Any idea what this could mean?

[Error] Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
  at BaseEntity.SetParent (BaseEntity entity, System.UInt32 boneID, System.Boolean worldPositionStays, System.Boolean sendImmediate) [0x00127] in <731015b6ee534757b9869a7c42c4696a>:0 
  at BaseEntity.SetParent (BaseEntity entity, System.Boolean worldPositionStays, System.Boolean sendImmediate) [0x00000] in <731015b6ee534757b9869a7c42c4696a>:0 
  at Oxide.Plugins.CarTurrets+<OnEntityKill>c__AnonStorey1.<>m__0 () [0x00051] in <a1fdc66da345487e803c845512e5814c>:0 
  at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <50629aa0e75d4126b345d8d9d64da28d>:0​

For context, that function is called in order to support the feature where, when a player moves a module item from one socket to another, if the module had a turret on it, the plugin will try to move the turret to the new module on the car, which gets spawned on the next frame. When the original module is killed, the plugin first unparents the turret, waits one frame, then looks for a new module that corresponds to the original module. If the new module is present, the turret is attached to the new module, else the turret is destroyed.

This error is happening when the plugin has determined on the next frame that there is an eligible module to attach the turret to, but the internal Rust code for attaching it is throwing an error. Off the top of my head, I'm not sure why that would happen. The plugin already checks for several conditions, such as whether the car was destroyed, and whether the new module is valid. However, it only performs those checks at the Unity level, not at the Rust level. When Rust kills an entity, there is a period of one frame where only Rust knows, and Unity does not yet know. My best guess is that the car or module was killed on the 2nd frame and that the reason for the error is that the plugin isn't checking whether the car or module are validate at the Rust level.

The impact of this error is probably that the auto turret got leaked and is sitting near 0,0,0.

How often do you see this error?