Launch Error after a while of spawning many HISMC Instances

Hi,

my game spawns many tree instances of a Hierarchical Instanced Static Mesh Component.

When I launch my game after a while of spawning trees, I get this error:

LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: begin: stack for UAT
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: === Critical error: ===
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 596]
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: Array index out of bounds: 270 from an array of size 0
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: KERNELBASE.dll!0x00000000FD1D9E5D
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: mygame.exe!FOutputDeviceWindowsError::Serialize()
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: mygame.exe!FOutputDevice::Logf__VA()
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: mygame.exe!FDebug::AssertFailed()
LogPlayLevel: mygame: [2017.10.29-07.42.32:495][464]LogWindows: Error: mygame.exe!FStaticMeshInstanceBuffer::UpdateInstanceData()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!FPerInstanceRenderData::UpdateInstanceData()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!UHierarchicalInstancedStaticMeshComponent::ApplyBuildTreeAsync()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!TBaseUObjectMethodDelegateInstance<0,UHierarchicalInstancedStaticMeshComponent,TTypeWrapper<void> __cdecl(enum ENamedThreads::Type,TRefCountPtr<FGraphEvent> const & __ptr64),TSharedRef<FClusterBuilder,1>,double>::Execute()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!TBaseUObjectMethodDelegateInstance<0,UHierarchicalInstancedStaticMeshComponent,void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FGraphEvent> const & __ptr64),TSharedRef<FClusterBuilder,1>,double>::ExecuteIfSafe()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!TGraphTask<FDelegateGraphTask>::ExecuteTask()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!FNamedTaskThread::ProcessTasksNamedThread()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!FNamedTaskThread::ProcessTasksUntilIdle()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!FFrameEndSync::Sync()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!FEngineLoop::Tick()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!GuardedMain()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!GuardedMainWrapper()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!WinMain()
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: mygame.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: kernel32.dll!0x000000007721652D
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: ntdll.dll!0x000000007734C541
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: ntdll.dll!0x000000007734C541
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-07.42.32:496][464]LogWindows: Error: end: stack for UAT
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
LogPlayLevel:    bei Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
LogPlayLevel:    bei Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
LogPlayLevel:    bei Project.Run(ProjectParams Params)
LogPlayLevel:    bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    bei BuildCookRun.ExecuteBuild()
LogPlayLevel:    bei AutomationTool.BuildCommand.Execute()
LogPlayLevel:    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
LogPlayLevel:    bei AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel:    bei AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    bei AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 476.786897
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error

Or this error:

LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: begin: stack for UAT
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: === Critical error: ===
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: Fatal error!
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000c30
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!FStaticMeshInstanceBuffer::UpdateInstanceData()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!FPerInstanceRenderData::UpdateInstanceData()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!UHierarchicalInstancedStaticMeshComponent::ApplyBuildTreeAsync()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!TBaseUObjectMethodDelegateInstance<0,UHierarchicalInstancedStaticMeshComponent,TTypeWrapper<void> __cdecl(enum ENamedThreads::Type,TRefCountPtr<FGraphEvent> const & __ptr64),TSharedRef<FClusterBuilder,1>,double>::Execute()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!TBaseUObjectMethodDelegateInstance<0,UHierarchicalInstancedStaticMeshComponent,void __cdecl(enum ENamedThreads::Type,TRefCountPtr<FGraphEvent> const & __ptr64),TSharedRef<FClusterBuilder,1>,double>::ExecuteIfSafe()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!TGraphTask<FDelegateGraphTask>::ExecuteTask()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!FNamedTaskThread::ProcessTasksNamedThread()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!FNamedTaskThread::ProcessTasksUntilIdle()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!FFrameEndSync::Sync()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!FEngineLoop::Tick()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!GuardedMain()
LogPlayLevel: mygame: [2017.10.29-08.28.43:801][178]LogWindows: Error: mygame.exe!GuardedMainWrapper()
LogPlayLevel: mygame: [2017.10.29-08.28.43:802][178]LogWindows: Error: mygame.exe!WinMain()
LogPlayLevel: mygame: [2017.10.29-08.28.43:802][178]LogWindows: Error: mygame.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
LogPlayLevel: mygame: [2017.10.29-08.28.43:802][178]LogWindows: Error: kernel32.dll!0x000000007721652D
LogPlayLevel: mygame: [2017.10.29-08.28.43:802][178]LogWindows: Error: ntdll.dll!0x000000007734C541
LogPlayLevel: mygame: [2017.10.29-08.28.43:802][178]LogWindows: Error: ntdll.dll!0x000000007734C541
LogPlayLevel: mygame: [2017.10.29-08.28.43:802][178]LogWindows: Error:
LogPlayLevel: mygame: [2017.10.29-08.28.43:802][178]LogWindows: Error: end: stack for UAT
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 3
LogPlayLevel:    bei Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
LogPlayLevel:    bei Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
LogPlayLevel:    bei Project.Run(ProjectParams Params)
LogPlayLevel:    bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    bei BuildCookRun.ExecuteBuild()
LogPlayLevel:    bei AutomationTool.BuildCommand.Execute()
LogPlayLevel:    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
LogPlayLevel:    bei AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel:    bei AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
LogPlayLevel:    bei AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 334.025079
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error