Unreal 5.3.2 Metahuman Animator Processing Performance Data constant crash

Hi need help with Constant crashes with processing data from Metahuman Animator, any solutions around this?

PC Specs

z790 Auros Elite AX DDR 5
Intel Core i9 14900K
192Gb Corsair 5200 C38 DDR5
Gigabyte GeForce RTX 4090
Unreal 5.3.2
Nvidia Studio Driver 551.86

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000005

UnrealEditor_MetaHumanMeshTracker!Eigen::internal::dense_assignment_loop<Eigen::internal::generic_dense_assignment_kernel<Eigen::internal::evaluator<Eigen::Block<Eigen::Matrix<float,-1,-1,1,-1,-1>,-1,-1,0> >,Eigen::internal::evaluator<Eigen::CwiseBinaryOp<Ei()
UnrealEditor_MetaHumanMeshTracker!epic::nls::RigGeometry<float>::EvaluateSkinningWithJacobians'::2’::<lambda_1>::operator()()
UnrealEditor_MetaHumanMeshTracker!UE::Core::Private::Function::TFunctionRefCaller<epic::carbon::TaskThreadPoolUE::AddTaskRangeAndWait'::10’::<lambda_1>,void __cdecl(void)>::Call()
UnrealEditor_MetaHumanMeshTracker!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask()
UnrealEditor_Core!LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Hi, I have the exact same problem. Did you find solution?
Thanks