Instanced Static Meshes Crash my editor on play

Trying to create Instanced Static Meshes, when I click play my editor crashes.

cpp

#include "WorldGenerationActor.h"
#include "MainPlayer.h"
#include "Runtime/Engine/Classes/Engine/World.h"
#include "Runtime/Engine/Classes/Components/InstancedStaticMeshComponent.h"
#include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"
#include "Runtime/Engine/Classes/Components/StaticMeshComponent.h"
#include "Runtime/CoreUObject/Public/UObject/Class.h"

// Sets default values
AWorldGenerationActor::AWorldGenerationActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;



	
}

// Called when the game starts or when spawned
void AWorldGenerationActor::BeginPlay()
{
	Super::BeginPlay();

	FActorSpawnParameters SpawnInfo;
	SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
    
	//"StaticMesh'/Game/Blocks/Block.Block'"

	UStaticMesh* Mesh = LoadObject<UStaticMesh>(nullptr, TEXT("StaticMesh'/Game/Blocks/Block.Block'"));

	UInstancedStaticMeshComponent* ISMComp = NewObject<UInstancedStaticMeshComponent>(this);
	ISMComp->RegisterComponent();
	ISMComp->SetFlags(RF_Transactional);
    this->AddInstanceComponent(ISMComp);
	ISMComp->ReleasePerInstanceRenderData();
	ISMComp->InitPerInstanceRenderData(true);
	ISMComp->SetStaticMesh(Mesh);

	//Flatgrass Terrain Generation Loop 

	for (int z = 0; z < 16; z++)
	{
		for (int x = 0; x < 16; x++)
		{
			for (int y = 0; y < 16; y++)
			{
				//Worldspace Variables
				FVector Location(x * 100, y * 100, z * -100);
				FVector Size(1, 1, 1);
				FQuat Rotation(0, 0, 0, 0);
				FTransform Transform(Rotation, Size, Location);

				//Create Instanced Static Mesh's.

				ISMComp->AddInstanceWorldSpace(Transform);
			}
		}
	}
}

   // Only Rendering Blocks that you can see.

   


// Called every frame
void AWorldGenerationActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "WorldGenerationActor.generated.h"

UCLASS()
class HAMISHANDMYGAME_API AWorldGenerationActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AWorldGenerationActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	unsigned char Chunk;

	UStaticMesh* Mesh;
	

};

Any Help would be appreciated.

A download to the Crash logs and etc can be found here.

Bump, If thats how that works, or allowed??