GetRootForActor Crash

We currently have one very difficult object in our current level that when interacted with, visible in the World Outliner, or upon simply closing the level, crashes the engine. Due to our level having multiple sub-levels and a level blueprint, it would be difficult to somehow move everything over into another level (bar this one particular object.)

This object is at the World Origin, however, the crash log seems to indicate that it has something to do with the root location of this particular actor. Any suggestions for removing this pesky item would be hugely appreciated. As mentioned above, I cannot interact with it without crashing, nor can I search for it in the World Outliner without it crashing also. Thanks for any suggestions/tips!

Here is the crash log:

MachineId:AE75B72144BDF7C96616A4890EBA6062
EpicAccountId:018442e0bf2a423f919572e146f6e356

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

UE4Editor_UnrealEd!AGroupActor::GetRootForActor() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\groupactor.cpp:456]
UE4Editor_UnrealEd!UUnrealEdEngine::SelectActor() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorselectutils.cpp:570]
UE4Editor_SceneOutliner!SceneOutliner::SSceneOutliner::OnOutlinerTreeSelectionChanged() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\sceneoutliner\private\ssceneoutliner.cpp:1857]
UE4Editor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SceneOutliner::SSceneOutliner,0,TTypeWrapper __cdecl(TSharedPtr,enum ESelectInfo::Type)>::Execute() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SceneOutliner::SSceneOutliner,0,void __cdecl(TSharedPtr,enum ESelectInfo::Type)>::ExecuteIfSafe() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:425]
UE4Editor_SceneOutliner!TBaseDelegate,enum ESelectInfo::Type>::ExecuteIfBound() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:609]
UE4Editor_SceneOutliner!SListView >::Private_SignalSelectionChanged() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:638]
UE4Editor_SceneOutliner!SListView >::OnKeyDown() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:353]
UE4Editor_SceneOutliner!STreeView >::OnKeyDown() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\public\widgets\views\streeview.h:282]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4626]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath,FKeyEvent>() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:197]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4624]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4539]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1487]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll