Mesh merge plugin doesn't work at runtime with packaged project -> FSkeletalMeshMerge::CopyVertexFromSource error

I am using mesh merger to create modular characters for my game and it performs merging correctly at runtime, but later has problems with generating LOD models as shown below in log:

(this problem does not occur in Editor Mode)
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

!FSkeletalMeshMerge::CopyVertexFromSource<TGPUSkinVertexFloat16Uvs<1> >() [C:\Unreal projects\UnrealEngine\Engine\Source\Runtime\Engine\Private\SkeletalMeshMerge.cpp:429]
!FSkeletalMeshMerge::GenerateLODModel<TGPUSkinVertexFloat16Uvs<1> >() [C:\Unreal projects\UnrealEngine\Engine\Source\Runtime\Engine\Private\SkeletalMeshMerge.cpp:651]
!FSkeletalMeshMerge::FinalizeMesh() [C:\Unreal projects\UnrealEngine\Engine\Source\Runtime\Engine\Private\SkeletalMeshMerge.cpp:232]
!UMeshMergeFunctionLibrary::MergeMeshes()

Problem exists with implementation shown in documentation about Working with modular characters and also using built-in plugin. I also tried to set property “Use high precision tangent basis” to true, but it doesn’t change the effect, this was tried, because this line of code caused problems:

FStaticMeshVertexBuffer.h


	FORCEINLINE_DEBUGGABLE FVector4f VertexTangentX(uint32 VertexIndex) const
	{
		checkSlow(VertexIndex < GetNumVertices());

		if (GetUseHighPrecisionTangentBasis())
		{
			return VertexTangentX_Typed<EStaticMeshVertexTangentBasisType::HighPrecision>(VertexIndex);
		}
		else
		{
			return VertexTangentX_Typed<EStaticMeshVertexTangentBasisType::Default>(VertexIndex);
		}
	}

This was caused because I tried to use previously merged mesh in MeshesToMergeArray, after removing it everything works.