Calling UBodySetup::AddShapesToRigidActor() from FRunnable thread

I was experimenting with physics running in background threads (see also Problem with separate PhysX scene running in the background - World Creation - Epic Developer Community Forums) and I found out that calling UBodySetup::AddShapesToRigidActor() from a thread spawned via a FRunnable produces an handled error:

Ensure condition failed: GetShadowIndex() == 0 [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Public\HAL\IConsoleManager.h] [Line: 761]

This is due to AddShapesToRigidActor() internally calling a function to read some variables from console commands, and it explicitly asks for variables from the game thread (by calling TConsoleVariableData::GetValueOnGameThread()) which triggers the failed check.

Would it be reasonable to change it, or add another function just get access to the data regardless of the thread I’m calling the AddShapesToRigidActor() from?