Play in editor crash - Access violation - code c0000005 (first/second chance not available)

Hey Everyone - been playtesting my VR game. (Everything done in Blueprints)

Every few times, it will straight up crash the editor (not just the play in editor window)

It seemingly happens at random points in time, and only on one specific map.

Was hoping someone might be able to look at the error logs/symbols better than I can?
Even if you can just point me in the general direction I need to go?

I’ve tried deleting the “intermediate” folder (as suggested in another similar thread) to no avail.

NOTE: I haven’t had it crash on a packaged build quite yet (not saying it can’t happen, but it hasn’t yet).
Update to the previous statement - it has now crashed once in the packaged build I uploaded on Steam (game is still in Alpha - just pushing it through steam for testing)

Here are the symbols the crash window comes up with:

Access violation - code c0000005 (first/second chance not available)

PhysX3PROFILE_x64!physx::NpRigidDynamic::wakeUp() [d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\nprigiddynamic.cpp:410]
UE4Editor_Engine!FPhysXSupport<1>::ExecuteOnPxRigidDynamicReadWrite<<lambda_905c8fffdf4f69a532004ab008218be9> >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\public\physxpublic.h:311]
UE4Editor_Engine!FBodyInstance::SetEnableGravity() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3961]
UE4Editor_Engine!UDestructibleComponent::SetEnableGravity() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\destructiblecomponent.cpp:1371]
UE4Editor_Engine!UPrimitiveComponent::execSetEnableGravity() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\classes\components\primitivecomponent.h:108]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:697]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2126]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:821]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:821]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:821]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1305]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:646]
UE4Editor_Engine!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\uobject\scriptdelegates.h:459]
UE4Editor_Engine!FComponentBeginOverlapSignature_DelegateWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\classes\components\primitivecomponent.h:83]
UE4Editor_Engine!UPrimitiveComponent::BeginComponentOverlap() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2114]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlaps() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2563]
UE4Editor_Engine!USceneComponent::UpdateOverlaps() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:2415]
UE4Editor_Engine!AActor::PostActorConstruction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:2891]
UE4Editor_Engine!AActor::FinishSpawning() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:2773]
UE4Editor_Engine!UGameplayStatics::FinishSpawningActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\gameplaystatics.cpp:479]
UE4Editor_Engine!UGameplayStatics::execFinishSpawningActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\classes\kismet\gameplaystatics.h:32]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:697]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2126]
UE4Editor_CoreUObject!UObject::execLetObj() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1961]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:922]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4280]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1305]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:646]
UE4Editor_Engine!FLatentActionManager::TickLatentActionForObject() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:187]
UE4Editor_Engine!FLatentActionManager::ProcessLatentActions() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:82]
UE4Editor_Engine!AActor::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:846]
UE4Editor_Engine!AActor::TickActor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:831]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actor.cpp:112]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:251]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1776]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:520]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1426]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:706]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1275]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1408]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

I’d also be happy to provide a steam beta key, so you can experience the crash yourself! (You’d just need a Vive HMD and a 2mx2m playspace)

Narrowed the issue down to the destructible meshes in the scene causing it - when I removed them altogether it fixed the issue.

Not sure WHY the destructible meshes were causing it to crash, but they aren’t 100% mandatory, and I like the new particle art better.