PhysXLab Destrucible mesh crashes on fracture

I have an PhysX lab destructible mesh what I’m applying damage to using Apply Radius Damage

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I frequently get this crash after destroying most of the building:

MachineId:9506194741FFBA67E5AC29B2EDB77BE5
EpicAccountId:fd3530cd82af4832bd1aaba28648cf8d

Access violation - code c0000005 (first/second chance not available)

PhysX3CommonPROFILE_x64!physx::Gu::GeometryUnion::set() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\geomutils\src\gugeometryunion.cpp:90]
PhysX3PROFILE_x64!physx::Sc::ShapeCore::ShapeCore() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\simulationcontroller\src\scshapecore.cpp:100]
PhysX3PROFILE_x64!physx::NpShape::NpShape() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npshape.cpp:58]
PhysX3PROFILE_x64!physx::NpFactory::createShape() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npfactory.cpp:843]
PhysX3PROFILE_x64!physx::NpPhysics::createShape() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npphysics.cpp:403]
PhysX3PROFILE_x64!physx::NpRigidBodyTemplate::createShape() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\physx_3.4\source\physx\src\nprigidbodytemplate.h:197]
APEX_DestructiblePROFILE_x64!nvidia::destructible::DestructibleScene::createRoot() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\apex_1.4\module\destructible\src\destructiblescene.cpp:3632]
APEX_DestructiblePROFILE_x64!nvidia::destructible::DestructibleStructure::fractureChunk() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\apex_1.4\module\destructible\src\destructiblestructure.cpp:1084]
APEX_DestructiblePROFILE_x64!nvidia::destructible::DestructibleScene::processFractureBuffer() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\apex_1.4\module\destructible\src\destructiblescene.cpp:2838]
APEX_DestructiblePROFILE_x64!nvidia::destructible::DestructibleScene::tasked_beforeTick() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source\thirdparty\physx\apex_1.4\module\destructible\src\destructiblescene.cpp:1155]
UE4Editor_Engine!TGraphTask >::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1255]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1149]
UE4Editor_Core!FTaskThreadBase::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:621]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

NOTE: This crash doesn’t happen with normal built in destructible meshes. Only the PhysXLab destructible meshes