Hierarchical instanced mesh crashes editor

I’m having a pair of problems. The first is an issue with the hierarchical static mesh instances in blueprints. Attempting to apply an “Update Instanced Static Mesh Transform” node and hitting compile will immediately crash the editor.

I changed the BP to use the regular instanced static meshes instead. These work except they don’t have collision. The collision is defined on the static mesh and it’s been enabled. But the collision just refuses to work. Adding the mesh as a regular static mesh actor works fine. I’m not sure what to do at this point. Ideas?

I found part of the problem. It seems if the static mesh instances are set to “stationary” instead of “static”, the collision stops working.