Crashed due to the max collision pair count per actor

Hello,
I recently had a case where physX crash because I reached the max possible collision pair available for 1 actor (65535), in ScInteraction.h, line 81:

PX_ASSERT(Ps::to16(id) != PX_INVALID_INTERACTION_ACTOR_ID);

I know this max count is already huge, but we are working on a crowd simulation tool, so yes, sometimes our users do not understand clearly how their simulation will scale with some parameters…
So I’m not trying to change this max count or change anything, but I just would like to be able to detect this, and let our user know what is happening.

Do anybody have an idea of how I could do that without impacting the simulation speed ?