Moving an actor to a goal using MoveComponentTo causing editor crash while collision

When I try to destroy the actor when it collides with an object while moving (using MoveComponentTo)- the editor crashes.
When the actor is moving towards a goal, if it collides with a block of cube, I destroy the actor - but editor crashes every time.

This is the sample blueprint to move :

71113-movecompnentto.png

And this is to destroy it when it collides with any cube :

Noted that when the actor has stopped moving (reached goal) and then if a cube drops on top of it, then editor does not crash after the actor is destroyed - seems like the ‘MoveComponentTo’ is referencing the static mesh component even after it is destroyed somewhere.

But one more thing I noted that if I remove collision altogether and just destroy the actor by key press when it is moving to goal, then this issue does not occur.
Not able to figure out what I am doing wrong, Any help will be appreciated.

The crash logs :

Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_Engine!USceneComponent::SetRelativeRotation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\scenecomponent.cpp:763]
UE4Editor_Engine!FInterpolateComponentToAction::UpdateOperation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\interpolatecomponenttoaction.h:115]
UE4Editor_Engine!FLatentActionManager::TickLatentActionForObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\latentactionmanager.cpp:139]
UE4Editor_Engine!FLatentActionManager::ProcessLatentActions() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\latentactionmanager.cpp:99]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:1207]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hello,

I have reproduced this crash in 4.10.2, but I haven’t been able to reproduce it in 4.11. Could you download the 4.11 Preview and see if you are able to reproduce the crash in that version?

Hi,
I will verify if the bug is reproducing in 4.11 preview once it has finished installing.

Found that the crash was reproduced in 4.11.0 ‘Preview 4’ also. This is the blueprint for moving component :

Could you provide screenshots of your collision settings for your StaticMeshComponent, your Box Component, and your Cube_BP please? I’d like to ensure I am setting my collision settings to match yours.

Hello,

I have been able to reproduce your issue, and have entered a bug report (UE-26203). Thank you for your report. I will provide updates on this report as they become available.

Have a great day

Hello,

This issue has been fixed internally, and the fix will be released in a future engine update. Thanks again for your report.

Have a great day

Thank You : )