Per Poly Collision enabled on simulated skel mesh crashes the editor?

I have a skeletal mesh which is simulating physics. It has a physics asset and many primitive colliders.

When I enable Per Poly Collision, the engine crashes whenever it attempts to access the SkeletalMeshComponent->Bodies array because the array is empty. The array is populated and works fine when Per Poly Collision is disabled.

For example, it will crash if I use Set All Bodies Below Simulate Physics while Per Poly Collision is turned on.

Is Per Poly Collision incompatible with a simulating physics Skel mesh?

To be clear, I don’t actually need per poly physics collisions on the mesh, I only need Per Poly for line traces.

Did you figure this out? I have the exact same use case I’m trying to work out