Crashes when I switch to mobile preview

I get the following error with crash when I switch render preview to mobile Vulkan/OpenGL
how can I fix it, or is it a bug ?

[2022.04.05-21.41.25:185][406]LogCore: Error: appError called: Assertion failed: MeshCommands.Num() == MeshCommandsCSM.Num() [File:./Runtime/Renderer/Private/MeshDrawCommands.cpp] [Line: 282]
VisibleMeshDrawCommands of BasePass and MobileBasePassCSM are expected to match.

[2022.04.05-21.41.25:193][406]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2022.04.05-21.41.25:193][406]LogCore: Assertion failed: MeshCommands.Num() == MeshCommandsCSM.Num() [File:./Runtime/Renderer/Private/MeshDrawCommands.cpp] [Line: 282]
VisibleMeshDrawCommands of BasePass and MobileBasePassCSM are expected to match.

0x00007f0b101aa0c0 libUnrealEditor-Renderer.so!MergeMobileBasePassMeshDrawCommands(FMobileCSMVisibilityInfo const&, int, TArray<FVisibleMeshDrawCommand, TMemStackAllocator<0u> >&, TArray<FVisibleMeshDrawCommand, TMemStackAllocator<0u> >&) [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/./Runtime/Renderer/Private/MeshDrawCommands.cpp:282]
0x00007f0b101c1184 libUnrealEditor-Renderer.so!FMeshDrawCommandPassSetupTask::AnyThreadTask() [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/./Runtime/Renderer/Private/MeshDrawCommands.cpp:805]
0x00007f0b1022320e libUnrealEditor-Renderer.so!TGraphTask::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:975]
0x00007f0b27d204c6 libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()::operator()() const [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:2027]
0x00007f0b27d1ff70 libUnrealEditor-Core.so!LowLevelTasks::TTaskDelegate<void (bool), 48u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()>(char16_t const*, LowLevelTasks::ETaskPriority, FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::‘lambda’()&&, bool)::‘lambda’(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<void (bool), 48u>&, void*, unsigned int, bool) [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:171]
0x00007f0b27d05d47 libUnrealEditor-Core.so!bool LowLevelTasks::FScheduler::TryExecuteTaskFrom<&(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue::DequeueGlobal(bool, bool)), false>(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, LowLevelTasks::TLocalQueueRegistry<1024u>::FOutOfWork&, bool, bool) [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:278]
0x00007f0b27cd2062 libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:320]
0x00007f0b27ec435e libUnrealEditor-Core.so!FThreadImpl::Run() [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/./Runtime/Core/Private/HAL/Thread.cpp:66]
0x00007f0b27e85bb7 libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
0x00007f0b27de7f73 libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/ywmaa/Documents/UnrealEngine5.0/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007f0b1d4e8947 libc.so.6!UnknownFunction(0x94946)
0x00007f0b1d578a44 libc.so.6!clone(+0x43)

[2022.04.05-21.41.25:203][406]LogExit: Executing StaticShutdownAfterError

after upgrading to unreal engine 5 release it doesn’t crash when switching to mobile preview,

but for some reason the game itself still crashes in mobile (after export the game and testing on my mobile)