Any thoughts on what this crash is related to would be much appreciated.
PhysX3PROFILE_x64!physx::Sq::AABBTreeBuildNode::subdivide() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbtree.cpp:227]
PhysX3PROFILE_x64!incrementalBuildHierarchy() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbtree.cpp:495]
PhysX3PROFILE_x64!physx::Sq::AABBTree::progressiveBuild() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbtree.cpp:530]
PhysX3PROFILE_x64!physx::Sq::AABBPruner::buildStep() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\physx_3.4\source\scenequery\src\sqaabbpruner.cpp:628]
PhysX3PROFILE_x64!physx::Sq::SceneQueryManager::afterSync() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:438]
PhysX3PROFILE_x64!physx::NpScene::fetchResultsPostContactCallbacks() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\physx_3.4\source\physx\src
pscene.cpp:2249]
PhysX3PROFILE_x64!physx::NpScene::fetchResults() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\physx_3.4\source\physx\src
pscene.cpp:2324]
APEXFrameworkPROFILE_x64!nvidia::apex::ApexScene::fetchResults() [d:\build\++ue4+release-4.14+physx_compile\sync\engine\source hirdparty\physx\apex_1.4\framework\src\apexscene.cpp:1377]
UE4Editor_Engine!FPhysScene::ProcessPhysScene() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1088]
UE4Editor_Engine!TBaseRawMethodDelegateInstance 0,FPhysScene,void __cdecl(enum ENamedThreads::Type,TRefCountPtr FGraphEvent const __ptr64),enum EPhysicsSceneType::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:639]
UE4Editor_Engine!TBaseDelegate void,enum ENamedThreads::Type,TRefCountPtr FGraphEvent const __ptr64::ExecuteIfBound() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:609]
UE4Editor_Engine!TGraphTask FDelegateGraphTask::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:679]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:1776]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:525]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:1437]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:730]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1356]
UE4Editor_Engine!UGameEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:1123]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2859]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll