Nanite in VR? 5.1? 5.2?

Nanite and Lumen work fine in desktop VR in 5.1, 5.2 and 5.3.
In 5.4 (Github) though, when enabling Nanite using Lumen it immediately crashes UE to the desktop when starting VR if you are using migrated projects.

Haven’t found any logic in the crashes.
New 5.4 projects with Nanite and Lumen and VR work fine.
New 5.4 project with migrated levels from 5.3 immediately crash when Nanite is enabled in VR on any mesh (migrated AND also from StarterContent (SM_Couch)).

Any suggestions (beside not using Nanite)? Hoping this gets fixed before 5.4.0 is released because using Lumen and Nanite in VR is really great while working on designs (Archviz).

Summary

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Github\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 743]
Array index out of bounds: 1 from an array of size 1
UnrealEditor_Renderer!Nanite::FRecordShadingCommandsAnyThreadTask::DoTask() [C:\Github\Engine\Source\Runtime\Renderer\Private\Nanite\NaniteShading.cpp:852]
UnrealEditor_Renderer!TGraphTaskNanite::FRecordShadingCommandsAnyThreadTask::ExecuteTask() [C:\Github\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1258]
UnrealEditor_Core!LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::10’::<lambda_2>::operator()() [C:\Github\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::10’::<lambda_2>,0>::CallAndMove() [C:\Github\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [C:\Github\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [C:\Github\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:154]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [C:\Github\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:395]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [C:\Github\Engine\Source\Runtime\Core\Public\Templates\Function.h:459]
UnrealEditor_Core!FThreadImpl::Run() [C:\Github\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [C:\Github\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]