FBodyInstance::SetBodyTransform: Trying to set new transform with bad data

Hey guys,
I am spawning actors in a construction script by using bAllowDuringConstructionScript = true. This works perfectly fine, when I move the object that calls the spawning code from its construction script once, but as soon as I change something a second time (So the actors are placed already), I get the following output in visual studio:

LogPhysics:Warning: FBodyInstance::SetBodyTransform: Trying to set new transform with bad data [p=(4000.262695,-4000.878906,-1.#QNAN0) q=(0.000000,0.000000,0.000000,1.000000)]

(This is repeated as often as there are Actors I am spawning, the rest of the output is:)

PIE: Info Play in editor start time for /Game/Maps/UEDPIE_0_Example_Map 1.609
Assertion failed: MaxUnclampedResolution >= 0 [File:D:\BuildFarm\buildmachine_++depot+UE4-    Releases+4.5\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp] [Line: 157] 

UE4Editor.exe has triggered a breakpoint.

I would understand that something like this happens, because the new actors overlap with the old ones or something, but in theory, all old actors should be deleted before calling the spawning function via the following code:

for (TActorIterator<AMazeRoom> It(GetWorld()); It; ++It)
{
	It->Destroy();
}

This is tested and working, but leaves me with no clue, where the problem may be, so help would be much appreciated :smiley: