Making ProceduralMesh Async causes crashes


I’m trying to execute CreateMeshSection() asynchronously. However, it crashes with the following error:

Assertion failed: !bPostTickComponentUpdate [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/LevelTick.cpp] [Line: 894]

If I get lucky and this check passes, then it fails at the following check:

Assertion failed: Bodies.Num() == 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/PhysicsEngine/BodyInstance.cpp] [Line: 1508]

Now, by searching around some more I found out that calculating the tangents and collision takes up almost all of this function’s time. Luckily tangents can be calculated before creating the mesh section. However, I can’t find out how to calculate the collisions after the mesh section is created without collisions initially.

So, does anyone know how you could make the CreateMeshSection() function fully async or how to calculate the collisions async after creating the mesh section in the gamethread?