I use the "set all bodies below simulate physics" and when it finishes the ue crashes

So I use it in this event:

And I got this crash report:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: 0 from an array of size 0

UnrealEditor_Engine!USkeletalMeshComponent::ForEachBodyBelow() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:1857]
UnrealEditor_Engine!USkeletalMeshComponent::SetAllBodiesBelowSimulatePhysics() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshComponentPhysics.cpp:1179]
UnrealEditor_Engine!USkeletalMeshComponent::execSetAllBodiesBelowSimulatePhysics() [D:\build\++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\SkeletalMeshComponent.gen.cpp:659]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1012]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1170]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_Engine!UAnimInstance::TriggerSingleAnimNotify() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:1589]
UnrealEditor_Engine!UAnimInstance::TriggerAnimNotifies() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:1432]
UnrealEditor_Engine!UAnimInstance::DispatchQueuedAnimEvents() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Animation\AnimInstance.cpp:676]
UnrealEditor_Engine!USkeletalMeshComponent::ConditionallyDispatchQueuedAnimEvents() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:1507]
UnrealEditor_Engine!USkeletalMeshComponent::FinalizeBoneTransform() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:4126]
UnrealEditor_Engine!USkeletalMeshComponent::FinalizeAnimationUpdate() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysAnim.cpp:413]
UnrealEditor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:2760]
UnrealEditor_Engine!USkeletalMeshComponent::CompleteParallelAnimationEvaluation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:3989]
UnrealEditor_Engine!FParallelAnimationCompletionTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\SkeletalMeshComponent.cpp:186]
UnrealEditor_Engine!TGraphTask<FParallelAnimationCompletionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2169]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:565]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1559]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

And I don’t know why, can somebody help? 'Cause if I run the simulation the editor crashes and it’s so annoying.

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