UE 5.5.4 Crash in UAssetEditorSubsystem::FindEditorForAsset during commandlet (Localization)

Crash when exporting PO

UnrealEditor_UnrealEd!TMultiMap<UAssetEditorSubsystem::FAssetEntry,IAssetEditorInstance *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<UAssetEditorSubsystem::FAssetEntry,IAssetEditorInstance *,1> >::MultiFind<TSizedDefaultAllocator<32> >() [E:\Test\Test\Engine\Source\Runtime\Core\Public\Containers\Map.h:1531]

UnrealEditor_UnrealEd!UAssetEditorSubsystem::FindEditorsForAsset() [E:\Test\Test\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:284]

UnrealEditor_UnrealEd!UAssetEditorSubsystem::FindEditorForAsset() [E:\Test\Test\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:265]

UnrealEditor_UnrealEd!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [E:\Test\Test\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp:3122]

UnrealEditor_UnrealEd!FBlueprintCompileReinstancer::BatchReplaceInstancesOfClass() [E:\Test\Test\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp:1929]

UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FlushReinstancingQueueImpl() [E:\Test\Test\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1948]

UnrealEditor_CoreUObject!FAsyncLoadingThread2::ConditionalProcessEditorCallbacks() [E:\Test\Test\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9547]

UnrealEditor_CoreUObject!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread() [E:\Test\Test\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8462]

UnrealEditor_CoreUObject!FAsyncLoadingThread2::FlushLoading() [E:\Test\Test\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9923]

UnrealEditor_CoreUObject!FlushAsyncLoading() [E:\Test\Test\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:327]

UnrealEditor_CoreUObject!FlushAsyncLoading() [E:\Test\Test\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:296]

UnrealEditor_Win64_DebugGame_Cmd!FEngineLoop::Exit() [E:\Test\Test\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5091]

UnrealEditor_Win64_DebugGame_Cmd!GuardedMain() [E:\Test\Test\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]

UnrealEditor_Win64_DebugGame_Cmd!GuardedMainWrapper() [E:\Test\Test\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]

UnrealEditor_Win64_DebugGame_Cmd!LaunchWindowsStartup() [E:\Test\Test\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]

UnrealEditor_Win64_DebugGame_Cmd!WinMain() [E:\Test\Test\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]

UnrealEditor_Win64_DebugGame_Cmd!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

kernel32

ntdll