Crash when using Chaos in Cooked Debug Windows64NoEditor

UE4 will consistently crash when any simulating static mesh actors are present in a cook Debug Win64NoEditor configuration with Chaos enabled. This can be easily reproduced by just creating a new project using the FirstPersonShooter template, enabling Chaos by adding “bCompileChaos = true;” and “bUseChaos = true;” to the newly created *.Target.cs project file in addition to the UE4Client.Target.cs, UE4Editor.Target.cs, UE4Game.Target.cs, and UE4Server.Target.cs files, then launching into a cooked build.

In the UnrealFrontend settings, “Build” should be set to “Debug”, “Cook” to “By the Book” with “WindowsNoEditor” as the cooked platform, “Package & store locally” for “Package”, with a default deploy platform of “WindowsNoEditor”. Additionally, under “Advanced Settings” in “Cook”, “Store all content in a single file (UnrealPak)” and “Don’t include editor content in the build” are enabled. After launching into the default map, the game will immediately crash with a stack overflow. The actual callstack tends to change based on the configuration of the simulating rigid bodies in the map. However, this is so easily reproduceable and consistent that including one of the many callstacks you can get in this bug feels a bit unnecessary.