Why does my editor crash a lot when looking at my custom interactable object?

This is an update on this issue. I am working on same project team as original poster. I implemented suggested workaround; however, issue still persists.

I browsed through code pointed at by stack trace and it appears as though there is some kind of null reference being made inside unrealengine\engine\source\runtime\engine\private\collision\collisionconversions.cpp that reads as follows:

//
    		if (bReturnPhysMat)
    		{
    			// This function returns  single material in all cases other than trimesh or heightfield
    			if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex))
    			{
    				OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userData); //[1]
    			}
    		}

    //[1] Error thrown here; in  static mesh editor for  keg mesh Physics asset is set  to None.

We are doing a trace to our keg, and when it hits, this section is run it tries to access something that is null. Not entirely sure what kind of work around to look into at moment, but It’ll be thought about more tomorrow.

Note: I have tried several different collision settings on keg mesh and even tried creating and adding a physics material to it to see if problem was resolved. Unfortunately, it appears that either I haven’t fully understood what is going on in this code as my hunches for finding a workaround have mostly failed me at this point.

Thank you very much for your time. If a solution or workaround is found, we would greatly appreciate knowing about it.