Unreal Engine 4.22 Preview

Would anyone be able to shed some insight into what is going on with some of my sequences in the preview?
In 4.21, or if I play my sequence right when the level starts, all my characters look the way we expect


but if in the 4.22 preview I play through to where the sequence is supposed to play in our game they’re all just collapsed into puddles of polygons

I also found that if these meshes have physics enabled then the game just crashes with the following stack trace


Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611]

UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
UE4Editor_Engine!DispatchCheckVerify<void,<lambda_772c629cba1e4a100b11566d43231efa> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:162]
UE4Editor_Engine!<lambda_4c016f6bf28eee943867ebb35fb73aef>::operator()() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:577]
UE4Editor_Engine!FPhysicsCommand_PhysX::ExecuteWrite() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicsinterfacephysx.cpp:635]
UE4Editor_Engine!USkeletalMeshComponent::UpdateKinematicBonesToAnim() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:638]
UE4Editor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2386]
UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2112]
UE4Editor_MovieSceneTracks!MovieScene::FComponentAnimationActuator::Actuate() [d:\build\++ue4\sync\engine\source\runtime\moviescenetracks\private\evaluation\moviesceneskeletalanimationtemplate.cpp:273]
UE4Editor_MovieSceneTracks!TBlendableTokenStack<MovieScene::FBlendedAnimation>::ComputeAndActuate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\public\evaluation\blending\moviesceneblendingaccumulator.inl:28]
UE4Editor_MovieScene!FMovieSceneBlendingAccumulator::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\blending\moviesceneblendingaccumulator.cpp:27]
UE4Editor_MovieScene!FMovieSceneExecutionTokens::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneexecutiontokens.cpp:78]
UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::EvaluateGroup() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:341]
UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::Evaluate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:259]
UE4Editor_MovieScene!UMovieSceneSequencePlayer::UpdateMovieSceneInstance() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:835]
UE4Editor_MovieScene!UMovieSceneSequencePlayer::PlayInternal() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:182]
UE4Editor_DialogPlugin!ADialogManager::HandleLineSceneType() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:1417]
UE4Editor_DialogPlugin!ADialogManager::InternalMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:647]
UE4Editor_DialogPlugin!ADialogManager::MoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:582]
UE4Editor_DialogPlugin!ADialogManager::execMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\classes\dialogmanager.h:127]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:947]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2354]
UE4Editor_CoreUObject!UObject::execLetBool() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2256]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1101]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1504]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:769]
UE4Editor_Engine!FOnTimelineEvent::ExecuteIfBound() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\components	imelinecomponent.h:15]
UE4Editor_Engine!FTimeline::TickTimeline() [d:\build\++ue4\sync\engine\source\runtime\engine\private	imeline.cpp:533]
UE4Editor_Engine!UTimelineComponent::TickComponent() [d:\build\++ue4\sync\engine\source\runtime\engine\private	imeline.cpp:690]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_0d4f53812ecf0d18d8c5e79c6a8dd7fe> >() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3109]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:816]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async	askgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:582]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:1457]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private	icktaskmanager.cpp:557]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private	icktaskmanager.cpp:1505]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1565]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3954]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

These actors are just simple SkeletalMeshActors, I did find that if I replace them with a actor derived from Character I don’t have any of these problems but I would like to figure out the actual cause in case I encounter this in the future. I’d also make a bug report but I don’t have a clue where to even start figuring out repro steps.