UE 5.5 seemingly random crash when playing in editor

As the title says the crash happens randomly. Here’s the log.

Assertion failed: IsRotationNormalized() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Math\TransformVectorized.h] [Line: 1279]

UnrealEditor_HairStrandsCore!ComputeBoneTransform() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\Niagara\NiagaraDataInterfaceHairStrands.cpp:945]
UnrealEditor_HairStrandsCore!ComputeWorldTransform() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\Niagara\NiagaraDataInterfaceHairStrands.cpp:953]
UnrealEditor_HairStrandsCore!UNiagaraDataInterfaceHairStrands::SetShaderParameters() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\Niagara\NiagaraDataInterfaceHairStrands.cpp:3468]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::SetDataInterfaceParameters() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:2435]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::DispatchStage() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1682]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::ExecuteTicks() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1271]
UnrealEditor_Niagara!FNiagaraGpuComputeDispatch::PreInitViews() [D:\build++UE5\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraGpuComputeDispatch.cpp:1990]
UnrealEditor_Engine!FFXSystemSet::PreInitViews() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Particles\FXSystemSet.cpp:131]
UnrealEditor_Renderer!FSceneRenderer::PreVisibilityFrameSetup() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:4848]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::BeginInitViews() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneVisibility.cpp:5685]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1609]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5431]
UnrealEditor_Renderer!UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<FSceneCullingBuilder::UploadToGPU’::51'::<lambda_1> >'::12’::<l() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5734]
UnrealEditor_RenderCore!FRenderCommandPipeRegistry::StopRecording'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1541]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:634]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:779]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:668]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:317]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:443]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]