This is a common crash affecting users on Windows and Linux. It also appears related to an older Mac crash ([Link Removed]). Users have not provided any new descriptions.
Source Context
  959       	void RemoveDelegateInstance( FDelegateHandle Handle )
  960       	{
  961       		const TInvocationList& LocalInvocationList = GetInvocationList();
  962       
  963       		for (int32 InvocationListIndex = 0; InvocationListIndex < LocalInvocationList.Num(); ++InvocationListIndex)
  964       		{
  965       			// InvocationList is const, so we const_cast to be able to unbind the entry
  966       			// TODO: This is horrible, can we get the base class to do it?
  967       			FDelegateBase& DelegateBase = const_cast<FDelegateBase&>(LocalInvocationList[InvocationListIndex]);
  968       
  969 ***** 			IDelegateInstance* DelegateInstanceInterface = Super::GetDelegateInstanceProtectedHelper(DelegateBase);
  970       			if ((DelegateInstanceInterface != nullptr) && DelegateInstanceInterface->GetHandle() == Handle)
  971       			{
  972       				DelegateBase.Unbind();
  973       
  974       				break; // each delegate binding has a unique handle, so once we find it, we can stop
  975       			}
  976       		}
  977       
  978       		CompactInvocationList();
  979       	}
  980       };
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_ClassViewer!TBaseMulticastDelegate<void>::RemoveDelegateInstance() [delegatesignatureimpl.inl:970] UE4Editor_ClassViewer!FClassHierarchy::~FClassHierarchy() [sclassviewer.cpp:1655] UE4Editor_ClassViewer!SharedPointerInternals::TReferenceControllerWithDeleter<FClassHierarchy,SharedPointerInternals::DefaultDeleter<FClassHierarchy> >::DestroyObject() [sharedpointerinternals.h:110] UE4Editor_ClassViewer!FClassViewerModule::ShutdownModule() [classviewermodule.cpp:80] UE4Editor_Core!FModuleManager::UnloadModule() [modulemanager.cpp:565] UE4Editor_Core!FModuleManager::UnloadModulesAtShutdown() [modulemanager.cpp:692] UE4Editor!FEngineLoop::Exit() [launchengineloop.cpp:2757] UE4Editor!GuardedMain() [launch.cpp:177] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-47264 in the post.