Physics Rewind Crash during Skeletal Mesh Bone Blending

Hey there, we’ve had a few crash reports come in for our game in UE 5.5.4 that describe an access violation occurring during PerformBlendPhysicsBones:

LowLevelTasks::TTaskDelegate::TTaskDelegateImpl::CallAndMove
UE::Tasks::Private::FTaskBase::TryExecuteTask
TGraphTask::ExecuteTask
USkeletalMeshComponent::PerformBlendPhysicsBones
NetworkPhysicsRewindDataProxy::operator=

This is a single-player game without any networking. I understand that NetworkPhysicsRewindDataProxy is not used only in multiplayer contexts, but is there some way to outright disable it or ensure its data is valid?

For some extra context, this game has several physics-simulated objects that the player can move around, one of which is a humanoid ragdoll.

Any insight would be greatly appreciated.