Hmm I don’t think that should cause a packing error, but for that specific bug - make sure #1 you’ve setup your physics asset in PhAT correctly and #2 you’ve set your collision profile to blockall or a suitable equivalent (this caught me recently, I thought simply setting Simulate Physics to true would activate the collision objects I setup in PhAT but that wasn’t the case)
Also use the process of elimination to narrow down the problematic asset. First remove Map.umap completely and see if packing works, next try removing specific physics actors completely from your project and pack (with a backup of course).
If all else fails, I suggest trying AnswerHub with a bug report; migrate any problematic assets you’ve identified to a test project so you can have Epic look at it directly (and include Cook.txt logs)