(De)activating particle system causes crash

This is the top of the call stack when the exception is thrown:

>	UE4Editor-Engine.dll!UParticleSystemComponent::DeactivateSystem() Line 5842	C++
 	UE4Editor-ace-6854.dll!AacePawn::AacePawn() Line 77	C++
 	UE4Editor-CoreUObject.dll!StaticConstructObject_Internal(UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, EInternalObjectFlags InternalSetFlags, UObject * InTemplate, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph, bool bAssumeTemplateIsArchetype) Line 3156	C++
 	UE4Editor-CoreUObject.dll!FDuplicateDataWriter::GetDuplicatedObject(UObject * Object, bool bCreateIfMissing) Line 138	C++
 	UE4Editor-CoreUObject.dll!FDuplicateDataWriter::operator<<(UObject * & Object) Line 65	C++
 	[Inline Frame] UE4Editor-Engine.dll!operator<<(FArchive &) Line 92	C++
 	UE4Editor-Engine.dll!operator<<(FArchive & Ar, TArray<AActor *,FDefaultAllocator> & A) Line 1109	C++
 	UE4Editor-Engine.dll!ULevel::Serialize(FArchive & Ar) Line 316	C++
 	UE4Editor-CoreUObject.dll!StaticDuplicateObjectEx(FObjectDuplicationParameters & Parameters) Line 2094	C++
 	UE4Editor-CoreUObject.dll!StaticDuplicateObject(const UObject * SourceObject, UObject * DestOuter, const FName DestName, EObjectFlags FlagMask, UClass * DestClass, EDuplicateMode::Type DuplicateMode, EInternalObjectFlags InternalFlagsMask) Line 2000	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEWorldByDuplication(FWorldContext & WorldContext, UWorld * InWorld, FString & PlayWorldMapName) Line 3656	C++
 	UE4Editor-Engine.dll!UGameInstance::InitializeForPlayInEditor(int PIEInstanceIndex, const FGameInstancePIEParameters & Params) Line 245	C++

It seems there is a problem with getting the world pointer in DeactivateSystem().