Crash when spawning destructible mesh on client

I was under the impression that the crash I’m experiencing was to be fixed in 4.11, but it seems I was wrong. It does not happen if I’m only running the listen server, but the moment it tries to replicate it to a client it crashes:

Exception thrown at 0x000007FECE57ACC8 (PhysX3PROFILE_x64.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000001380.
Unhandled exception thrown: read access violation.
this->mBody.mScene was nullptr.

Any ideas what would cause this?

Callstack:

PhysX3PROFILE_x64.dll!physx::NpRigidDynamic::wakeUp() Line 410	C++
UE4Editor-Engine.dll!FPhysXSupport<1>::ExecuteOnPxRigidDynamicReadWrite<void <lambda>(physx::PxRigidDynamic *) >(const FBodyInstance * BI, const FBodyInstance::WakeInstance::__l2::void <lambda>(physx::PxRigidDynamic *) & Func) Line 311	C++
UE4Editor-Engine.dll!FBodyInstance::WakeInstance() Line 3388	C++
UE4Editor-Engine.dll!UPrimitiveComponent::ApplyRigidBodyState(const FRigidBodyState & NewState, const FRigidBodyErrorCorrection & ErrorCorrection, FVector & OutDeltaPos, FName BoneName) Line 113	C++
UE4Editor-Engine.dll!UPrimitiveComponent::ConditionalApplyRigidBodyState(FRigidBodyState & UpdatedState, const FRigidBodyErrorCorrection & ErrorCorrection, FVector & OutDeltaPos, FName BoneName) Line 129	C++
UE4Editor-Engine.dll!AActor::PostNetReceivePhysicState() Line 188	C++
UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 4482	C++
UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 1143	C++
UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 617	C++
UE4Editor-Engine.dll!FRepLayout::CallRepNotifies(FRepState * RepState, UObject * Object) Line 1550	C++
UE4Editor-Engine.dll!FObjectReplicator::CallRepNotifies(bool bSkipIfChannelHasQueuedBunches) Line 1158	C++
UE4Editor-Engine.dll!FObjectReplicator::PostReceivedBunch() Line 769	C++
UE4Editor-Engine.dll!UActorChannel::ProcessBunch(FInBunch & Bunch) Line 2098	C++
UE4Editor-Engine.dll!UActorChannel::ReceivedBunch(FInBunch & Bunch) Line 1959	C++
UE4Editor-Engine.dll!UChannel::ReceivedSequencedBunch(FInBunch & Bunch) Line 272	C++
UE4Editor-Engine.dll!UChannel::ReceivedNextBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 625	C++
UE4Editor-Engine.dll!UChannel::ReceivedRawBunch(FInBunch & Bunch, bool & bOutSkipAck) Line 356	C++
UE4Editor-Engine.dll!UNetConnection::ReceivedPacket(FBitReader & Reader) Line 1056	C++
UE4Editor-Engine.dll!UNetConnection::ReceivedRawPacket(void * InData, int Count) Line 529	C++
UE4Editor-OnlineSubsystemUtils.dll!UIpNetDriver::TickDispatch(float DeltaTime) Line 176	C++
UE4Editor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe(float <Params_0>) Line 852	C++
UE4Editor-Engine.dll!TBaseMulticastDelegate<void,float>::Broadcast(float <Params_0>) Line 921	C++
UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1097	C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1356	C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 370	C++
UE4Editor-ILLEditorFramework-Win64-DebugGame.dll!UILLEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 33	C++
UE4Editor.exe!FEngineLoop::Tick() Line 2643	C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142	C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 194	C++