UE 5.3 Crashing between level changes

This only happened recently, basically I need to spam between “New Game” and “Return to Menu” so it changes between the two levels.

The “New Game” and “Return to Menu” simply call UGameplayStatics::OpenLevel, no quirks are done.

It is random but sometimes it crashes, even the first time I change the level. I can see the code in Rider but it’s all in assembly and no useful information is provided in the debugger. I only know that it’s related to Chaos accessing a nullptr from the log.

The latest biggest change I did was probably related to sounds, a few code changes, but nothing related to physics nor instanced static mesh components.

I have the crashing part of the log:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

LimenFramework!Chaos::FAccelerationStructureHandle::ComputeParticleQueryFilterDataFromShapes<Chaos::TGeometryParticle<double,3> >()
LimenFramework!FChaosScene::RemoveActorFromAccelerationStructure()
LimenFramework!FChaosEngineInterface::ReleaseActor()
LimenFramework!FBodyInstance::TermBody()
LimenFramework!UInstancedStaticMeshComponent::ClearAllInstanceBodies()
LimenFramework!UInstancedStaticMeshComponent::OnDestroyPhysicsState()
LimenFramework!UActorComponent::DestroyPhysicsState()
LimenFramework!UActorComponent::ExecuteUnregisterEvents()
LimenFramework!UActorComponent::UnregisterComponent()
LimenFramework!AActor::UnregisterAllComponents()
LimenFramework!ULevel::ClearLevelComponents()
LimenFramework!UWorld::CleanupWorldInternal()
LimenFramework!UWorld::CleanupWorld()
LimenFramework!UEngine::LoadMap()
LimenFramework!UEngine::Browse()
LimenFramework!UEngine::TickWorldTravel()
LimenFramework!UGameEngine::Tick()
LimenFramework!FEngineLoop::Tick()
LimenFramework!GuardedMain()
LimenFramework!GuardedMainWrapper()
LimenFramework!LaunchWindowsStartup()
LimenFramework!WinMain()
LimenFramework!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I know it’s unlikely, but if someone knows why this happens I’d be grateful.

I was able to catch the process crashing in the debugger, it happens to several components not just one, when destroying the physics state before the level changes.