Sorry, it took me some time to put together a build.
It IS reproduceable in a clean project (I had to track down what was causing it)
(1) Create a camera with an attached scenecapture2D (create an arbitrary render target for the capture to point to). Mark the scenecapture2D as tickable when paused.
(2) Call the SceneCapture2D->Capture() every tick from another object (that’s also tickable when paused). Set the tick to “Physics Update”
(2) Attach a particle component to an object in the scene (I used P_Fire from the sample sidescroller game, attached to the player)
(3) Hook up an input event to SetGamePaused
(3) Play the game. Press Pause. Game crashes in one of two places.