Getting a crash with "Trying to access current bone buffer for reading, but it is null."

With editor symbols now. Error looks like this:

Assertion failed: IntFitsIn(In) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\UnrealTemplate.h] [Line: 174] Loss of data caused by narrowing conversion, In = -4611686018427387904

UnrealEditor_Renderer!UE::Math::TIntVector3::TIntVector3<__int64>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Math\IntVector.h:104]
UnrealEditor_Renderer!FSceneCullingBuilder::ProcessPostSceneUpdate() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneCulling\SceneCulling.cpp:2418]
UnrealEditor_Renderer!FComputeShaderUtils::AddPass<FSceneCullingDebugRender_CS>'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:550]
UnrealEditor_Renderer!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_Renderer!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:155]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]