Project breakpoint in VS Debug results in callstack unrelated to my code?

I have no idea what to do with the below call stack, or what it means.
Oddly the breakpoint occurs within minutes of starting the debugging in VS but if I build the project and run it, it has consistently lasted for 2 hours without crashing.
Whats worse is despite telling the project to build with debug files and building in development, when it does eventually crash I get a fatal error popup but no further info. Also the built project starts TWO processes, of which I am unsure which one I am suppose to “Attach” VS debugging to.

Error:

Exception thrown: read access violation.

“this” was 0xFFFFFFFFFFFFFFDF.

  • call stack
  • PhysX3PROFILE_x64.dll!physx::Sq::AABBTreeBuildNode::subdivide(const
    physx::Sq::AABBTreeBuildParams &
    params, physx::Sq::BuildStats &
    stats, physx::Sq::NodeAllocator &
    allocator, unsigned int * const
    indices) Line 227 C++ Symbols loaded.
  • PhysX3PROFILE_x64.dll!incrementalBuildHierarchy(physx::Sq::FIFOStack
    & stack, physx::Sq::AABBTreeBuildNode
    node, physx::Sq::AABBTreeBuildParams &
    params, physx::Sq::BuildStats &
    stats, physx::Sq::NodeAllocator &
    nodeBase, unsigned int * const
    indices) Line 495 C++ Symbols loaded.
  • PhysX3PROFILE_x64.dll!physx::Sq::AABBTree::progressiveBuild(physx::Sq::AABBTreeBuildParams
    & params, physx::Sq::BuildStats &
    stats, unsigned int progress,
    unsigned int limit) Line
    530 C++ Symbols loaded.
  • PhysX3PROFILE_x64.dll!physx::Sq::AABBPruner::buildStep()
    Line 630 C++ Symbols loaded.
  • PhysX3PROFILE_x64.dll!physx::Sq::SceneQueryManager::afterSync(bool
    commit) Line 438 C++ Symbols loaded.
  • PhysX3PROFILE_x64.dll!physx::NpScene::fetchResultsPostContactCallbacks()
    Line 2241 C++ Symbols loaded.
  • PhysX3PROFILE_x64.dll!physx::NpScene::fetchResults(bool
    block, unsigned int * errorState)
    Line 2314 C++ Symbols loaded.
  • ApexFrameworkPROFILE_x64.dll!nvidia::apex::ApexScene::fetchResults(bool
    block, unsigned int * errorState)
    Line 1377 C++ Symbols loaded.
  • UE4Editor-Engine.dll!FPhysScene::ProcessPhysScene(unsigned
    int SceneType) Line 1257 C++ Symbols
    loaded.
  • [Inline Frame]
    UE4Editor-Engine.dll!TMemberFunctionCaller
    const &,enum
    EPhysicsSceneType)>::operator()(ENamedThreads::Type
    &) Line 165 C++ Symbols loaded.
  • [Inline Frame]
    UE4Editor-Engine.dll!UE4Tuple_Private::TTupleImpl,enum
    EPhysicsSceneType>::ApplyAfter(TMemberFunctionCaller
    const &,enum EPhysicsSceneType)> &&)
    Line 422 C++ Symbols loaded.
  • [Inline Frame]
    UE4Editor-Engine.dll!TBaseRawMethodDelegateInstance<0,FPhysScene,TTypeWrapper
    __cdecl(enum ENamedThreads::Type,TRefCountPtr
    const &),enum
    EPhysicsSceneType>::Execute(ENamedThreads::Type)
    Line 556 C++ Symbols loaded.
  • UE4Editor-Engine.dll!TBaseRawMethodDelegateInstance<0,FPhysScene,void
    __cdecl(enum ENamedThreads::Type,TRefCountPtr
    const & __ptr64),enum
    EPhysicsSceneType>::ExecuteIfSafe(ENamedThreads::Type
    , const
    TRefCountPtr &
    <Params_1>) Line 648 C++ Symbols
    loaded.
  • [Inline Frame]
    UE4Editor-Engine.dll!FDelegateGraphTask::DoTask(ENamedThreads::Type)
    Line 1172 C++ Symbols loaded.
  • UE4Editor-Engine.dll!TGraphTask::ExecuteTask(TArray & NewTasks, ENamedThreads::Type CurrentThread)
    Line 784 C++ Symbols loaded.
  • [Inline Frame]
    UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray & CurrentThread, ENamedThreads::Type) Line
    466 C++ Symbols loaded.
  • UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int
    QueueIndex, bool bAllowStall) Line
    650 C++ Symbols loaded.
  • UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int
    QueueIndex) Line 559 C++ Symbols
    loaded.
  • UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const
    TArray,TInlineAllocator<4,FDefaultAllocator>

    & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line
    1327 C++ Symbols loaded.

  • UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup
    WorldTickGroup, bool
    bBlockTillComplete) Line
    538 C++ Symbols loaded.
  • UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup
    Group, bool bBlockTillComplete) Line
    1450 C++ Symbols loaded.
  • UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup
    Group, bool bBlockTillComplete) Line
    758 C++ Symbols loaded.
  • UE4Editor-Engine.dll!UWorld::Tick(ELevelTick
    TickType, float DeltaSeconds) Line
    1401 C++ Symbols loaded.
  • UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float
    DeltaSeconds, bool bIdleMode) Line
    1650 C++ Symbols loaded.
  • UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float
    DeltaSeconds, bool bIdleMode) Line
    402 C++ Symbols loaded.
  • UE4Editor.exe!FEngineLoop::Tick()
    Line 3215 C++ Symbols loaded.
  • [Inline Frame]
    UE4Editor.exe!EngineTick() Line
    62 C++ Symbols loaded.
  • UE4Editor.exe!GuardedMain(const
    wchar_t * CmdLine, HINSTANCE__ *
    hInInstance, HINSTANCE__ *
    hPrevInstance, int nCmdShow) Line
    166 C++ Symbols loaded.
  • UE4Editor.exe!WinMain(HINSTANCE__ *
    hInInstance, HINSTANCE__ *
    hPrevInstance, char * __formal, int
    nCmdShow) Line 199 C++ Symbols
    loaded.
  • call stack end