Blueprint actor loses it's bounds in simulation/in-game if it's not selected with mouse (UE5.6.0)

I’ve created a blueprint actor (pawn) and replaced it’s default root with a static mesh component. Collision object type is set as PhysicsBody. Everything works fine if the pawn is player controlled but in AI control the actor loses it’s bounds after couple of seconds in simulation/in-game and then the actor will be destroyed. Output log displays a warning on the event:

LogChaos: Warning: AABBTree encountered invalid bounds. Min: X=nan Y=nan Z=nan Max: X=nan Y=nan Z=nan

If I select the actor with mouse and run simulation the bounds will be fine and the actor works normally.

Is this a bug in 5.6.0 or am I missing something? I have tried removing child components and changing collision/physics settings but nothing seems to help.

EDIT: After some additional testing selecting the actor doesn’t always help. The best results can be achieved when having the actor selected, bounds visible and following the actor nearby with viewport camera. But after deselecting the actor it immediately loses it’s bounds and gets destroyed.

Bumping this; encountering the same error log with a player-controlled Pawn in 5.7.1.

I found a solution! There was an instance where I allowed a division by zero to occur in a force application, sending my player to the moon. You get this error instead of an error that communicates kindly that you’ve divided by zero.

In my specific case, it occurred when a point that I was applying force at was inside an object, so the distance between that point and the nearest surface was zero, and I was scaling the force by dividing a constant by that distance.

There may be more ways to cause this, but mine is DEFINITELY one of them.