Why my game is crashing, if the "rewind on play" option is enabled?

Hoi guys, here is my problem:

i use an event on overlap to play a matinee. All seemed to work. But now i wanted to activate it multple times in the game, so i enabled “rewind on play”-option, started the game and all was ok. But after an hour doing other stuff (UMG etc.), i wasn’t able to see the 2nd time of the matinee-animation, cause exact at the 2nd activation my game crashed. Again and again at the same point: 1st activation → no problem. 2nd activation → instant crash.

(i’m sry for my not perfect english, i hope you are able to understand)

Here are some screenshots.

overlap event
http://postimg.org/image/hlh2awk9d/

matineeActor details
http://postimg.org/image/54aenqp3l/

matineeActor in editor
http://postimg.org/image/g55jsrhch/

the spikes i want to move multiple times
http://postimg.org/image/6n5sspvo1/

Crash Report:

MachineId:131A6A6B45072BD82815E99D05593637
EpicAccountId:34753e6fb7b948cca225b0a9f93c6f11

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: InterpTracks.Num() == GrInst->TrackInst.Num() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\Interpolation.cpp] [Line: 1979]

KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Engine!UInterpGroup::UpdateGroup() + 89 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:1984]
UE4Editor_Engine!AMatineeActor::UpdateInterp() + 1328 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:720]
UE4Editor_Engine!AMatineeActor::Play() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:452]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!TMulticastScriptDelegate::ProcessMulticastDelegate() + 440 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\uobject\scriptdelegates.h:393]
UE4Editor_Engine!UPrimitiveComponent::BeginComponentOverlap() + 749 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:2020]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() + 2768 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:2305]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() + 3161 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:2338]
UE4Editor_Engine!UPrimitiveComponent::MoveComponent() + 4538 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:1600]
UE4Editor_Engine!USceneComponent::SetRelativeLocationAndRotation() + 706 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:481]
UE4Editor_Engine!UInterpTrackMove::UpdateTrack() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:3872]
UE4Editor_Engine!UInterpTrack::ConditionalUpdateTrack() + 213 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:2864]
UE4Editor_Engine!UInterpGroup::UpdateGroup() + 416 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:1989]
UE4Editor_Engine!AMatineeActor::UpdateInterp() + 1328 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:720]
UE4Editor_Engine!AMatineeActor::Play() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\interpolation.cpp:452]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!TMulticastScriptDelegate::ProcessMulticastDelegate() + 440 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\uobject\scriptdelegates.h:393]
UE4Editor_Engine!UPrimitiveComponent::BeginComponentOverlap() + 749 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:2020]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() + 681 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:2224]
UE4Editor_Engine!USceneComponent::EndScopedMovementUpdate() + 251 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:265]
UE4Editor_Engine!FScopedMovementUpdate::~FScopedMovementUpdate() + 54 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\scenecomponent.cpp:2003]
UE4Editor_Engine!UCharacterMovementComponent::PerformMovement() + 2864 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:1527]
UE4Editor_Engine!UCharacterMovementComponent::TickComponent() + 558 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:826]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() + 199 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:1042]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() + 1001 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:602]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() + 214 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor_Engine!TGraphTask::ExecuteTask() + 445 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() + 511 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() + 367 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() + 432 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() + 1182 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor_Engine!UWorld::RunTickGroup() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor_Engine!UWorld::Tick() + 2971 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\leveltick.cpp:1114]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 5618 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1329]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]