4.18 crash after destroying DestructibleComponent

The Destructible->release() call. I went with

virtual void ExecCommand()
{
	PxRigidDynamic** PActorBuffer = NULL;
	PxU32 PActorCount = 0;
	if (Destructible->acquirePhysXActorBuffer(PActorBuffer, PActorCount, DestructiblePhysXActorQueryFlags::AllStates | DestructiblePhysXActorQueryFlags::AllowActorsNotInScenes))
	{
		for(uint32 ActorIdx = 0; ActorIdx < PActorCount; ++ActorIdx)
		{
			PxRigidDynamic* PActor = PActorBuffer[ActorIdx];
			OwningScene->RemoveActiveRigidActor(PST_Sync, PActor);
			OwningScene->RemoveActiveRigidActor(PST_Async, PActor);
		}
		Destructible->releasePhysXActorBuffer();
	}

	Destructible->release();
}

When testing acquirePhysXActorBuffer.