Set actor transform in worker thread

Hello,
I have an assert when I want to set translation or rotation to the actor with physicalized static mesh in my Tick function which is set as bRunOnAnyThread=true.
It seems that I cannot sync physical body with actor unless I am on GameThread. But the tick function in executed in PrePhysics so it should be safe.
Can do it somehow?
It is working when I disable physics on the mesh.
Thanks.

Here is callstack:

> [Inline Frame] UnrealEditor-PhysicsCore.dll!Chaos::EnsureIsInGameThreadContext::__l2::<lambda_01486b6d6bff986e52d673e129392c6e>::operator()() Line 269 C++
[Inline Frame] UnrealEditor-PhysicsCore.dll!Chaos::EnsureIsInGameThreadContext() Line 269 C++
UnrealEditor-PhysicsCore.dll!Chaos::TThreadedSingleParticlePhysicsProxyBase<1>::VerifyContext() Line 906 C++
[Inline Frame] UnrealEditor-PhysicsCore.dll!Chaos::TThreadedSingleParticlePhysicsProxyBase<1>::Read(const Chaos::TThreadedSingleParticlePhysicsProxyBase<1>::ObjectState::__l2::<lambda_0a29c9fa1eb354760aafa0fd58e55b46> &) Line 919 C++
[Inline Frame] UnrealEditor-PhysicsCore.dll!Chaos::TThreadedSingleParticlePhysicsProxyBase<1>::ObjectState() Line 247 C++
UnrealEditor-PhysicsCore.dll!FChaosEngineInterface::IsStatic(Chaos::FSingleParticlePhysicsProxy * const & InActorReference) Line 389 C++
UnrealEditor-PhysicsCore.dll!FChaosEngineInterface::IsDynamic(Chaos::FSingleParticlePhysicsProxy * const & InActorReference) Line 384 C++
UnrealEditor-Engine.dll!FBodyInstance::SetBodyTransform(const UE::Math::TTransform & NewTransform, ETeleportType Teleport, bool bAutoWake) Line 2438 C++
UnrealEditor-Engine.dll!UPrimitiveComponent::SendPhysicsTransform(ETeleportType Teleport) Line 924 C++
UnrealEditor-Engine.dll!UPrimitiveComponent::OnUpdateTransform(EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport) Line 919 C++
UnrealEditor-Engine.dll!USceneComponent::PropagateTransformUpdate(bool bTransformChanged, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport) Line 819 C++
UnrealEditor-Engine.dll!USceneComponent::UpdateComponentToWorldWithParent(USceneComponent * Parent, FName SocketName, EUpdateTransformFlags UpdateTransformFlags, const UE::Math::TQuat & RelativeRotationQuat, ETeleportType Teleport) Line 675 C++
UnrealEditor-Engine.dll!USceneComponent::InternalSetWorldLocationAndRotation(UE::Math::TVector NewLocation, const UE::Math::TQuat & RotationQuat, bool bNoPhysics, ETeleportType Teleport) Line 2932 C++
UnrealEditor-Engine.dll!UPrimitiveComponent::MoveComponentImpl(const UE::Math::TVector & Delta, const UE::Math::TQuat & NewRotationQuat, bool bSweep, FHitResult * OutHit, EMoveComponentFlags MoveFlags, ETeleportType Teleport) Line 2647 C++
UnrealEditor-Engine.dll!USceneComponent::MoveComponent(const UE::Math::TVector & Delta, const UE::Math::TRotator & NewRotation, bool bSweep, FHitResult * Hit, EMoveComponentFlags MoveFlags, ETeleportType Teleport) Line 3016 C++
UnrealEditor-Engine.dll!AActor::SetActorRotation(UE::Math::TRotator NewRotation, ETeleportType Teleport) Line 4271 C++