If the static mesh has UseSimpleCollisionAsComplex and does not have any SimpleCollision shapes, The physics actor will be destroyed immediately in FInitBodiesHelperBase::CreateShapesAndActors, but since it is before the scene is added, the PhysicsActor will be delayed until the persistent level is destroyed.
This can be fatal for titles which use switching sublevels repeatedly without changing persistent level.
Here's a fix
Each time displaying the sublevel increase PhysX memory by around 10 KBytes.
There's no existing public thread on this issue, so head over to AnswerHub just mention UE-113811 in the post.