We have various casts across the engine on the scene, which fail to cast when the scene is a null scene.
FScene* Scene = (FScene*)(World->Scene); Scene->UpdateEarlyZPassMode();
We should do an audit across the code base and fixup these casts. We should remove the casts and make the base class just have UpdateEarlyZPassMode implemented to a "no-op"
[Link Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201758 in the post.