4.10.4 GeomSweepMulti_PhysX() crash

The call stack for this crash doesn’t seem to lead to any of my code.
It looks like its engine related?

Crash Call Stack spoilered below:

Exception was “Access violation - code c0000005 (first/second chance not available)”
[SPOILER]
<CALLSTACK START>
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
PhysX3PROFILE_x64
UE4Editor_Engine!GeomSweepMulti_PhysX() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\collision\physxcollision.cpp:1394]
UE4Editor_Engine!<lambda_0e7ce2065e9ba014e113a88279828ea5>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\collision\worldcollision.cpp:545]
UE4Editor_Engine!FPhysXSupport<1>::ExecuteOnPxRigidActorReadOnly<<lambda_0e7ce2065e9ba014e113a88279828ea5> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\public\physxpublic.h:185]
UE4Editor_Engine!UWorld::ComponentSweepMulti() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\collision\worldcollision.cpp:562]
UE4Editor_Engine!UPrimitiveComponent::MoveComponentImpl() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\primitivecomponent.cpp:1498]
UE4Editor_Engine!UMovementComponent::MoveUpdatedComponentImpl() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\movementcomponent.cpp:470]
UE4Editor_Engine!UProjectileMovementComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\projectilemovementcomponent.cpp:148]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\actorcomponent.cpp:1139]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\components\actorcomponent.cpp:679]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private icktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async askgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async askgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async askgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async askgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async askgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private icktaskmanager.cpp:285]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private icktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_Engine!UGameEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gameengine.cpp:952]
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
<CALLSTACK END>
[/SPOILER]

Is this crash known? and how can I fix this?

Using such an old version of UE4 means you’re going to have to fix that yourself as Epic won’t investigate issues on such old revisions. Looks like a nullptr access. It could be from content, but it’s hard to say without catching it in a debugger.