SetDestructibleMesh not working on packaged build

Hey, when I try to use the method UDestructibleComponent::SetDestructibleMesh() my game crashes on packaged version. It works fine in editor and also in standalone.

Here is how code goes:

ConstructorHelpers::FObjectFinder<UDestructibleMesh> FinderBody(PLAYER_DESTRUCTIBLE_BODY);
if(FinderBody.Succeeded())
	PlayerMesh = FinderBody.Object;
if(IsValid(PlayerMesh))
	DestructibleBody->SetDestructibleMesh(PlayerMesh);

I know the FObjectFinder is finding my object, I’ve already debugged it.
Here is what the log prints on crash:

[2018.02.25-15.03.45:548][  0]LogWindows: Error: === Critical error: ===
[2018.02.25-15.03.45:548][  0]LogWindows: Error: 
[2018.02.25-15.03.45:548][  0]LogWindows: Error: Fatal error!
[2018.02.25-15.03.45:548][  0]LogWindows: Error: 
[2018.02.25-15.03.45:548][  0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2018.02.25-15.03.45:548][  0]LogWindows: Error: 
[2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x000000009822B5AE StarTrix.exe!UDestructibleComponent::SetDestructibleMesh() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095603873 StarTrix.exe!AStarTrixCharacter::AStarTrixCharacter() [f:\unreal projects\startrix\source\startrix\startrixcharacter.cpp:184]
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095DDA9BC StarTrix.exe!AActor::DispatchBeginPlay() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095FDFA7F StarTrix.exe!AWorldSettings::NotifyBeginPlay() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095E45ED1 StarTrix.exe!AGameStateBase::HandleBeginPlay() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095FCC44E StarTrix.exe!UWorld::BeginPlay() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095F5D42E StarTrix.exe!UEngine::LoadMap() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095F10062 StarTrix.exe!UEngine::Browse() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095E67B5E StarTrix.exe!UGameInstance::StartGameInstance() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095615083 StarTrix.exe!FEngineLoop::Init() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095626582 StarTrix.exe!GuardedMain() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x00000000956266FA StarTrix.exe!GuardedMainWrapper() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000095632FC8 StarTrix.exe!WinMain() []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x0000000098BBBC4E StarTrix.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x00000000F1331FE4 KERNEL32.DLL!UnknownFunction []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x00000000F32DEF91 ntdll.dll!UnknownFunction []
    [2018.02.25-15.03.45:548][  0]LogWindows: Error: [Callstack] 0x00000000F32DEF91 ntdll.dll!UnknownFunction []

Had this trouble too. To avoid this bug you may try to just not call function SetDestructibleMesh. For example you can determine a class name of blueprint with DestructableMesh that you need and call a function SpawnActor with classname as argument. This way is not very comfortable, but it never crash you game