UE5.3.2 Crash When run iOS PIE mode test occlusion culling

When I use command freezerendering test the mobile occlusion, it will Crash, the log is follow.

LoginId:b2ac933b40dbc72f0e615a9d1252fcba
EpicAccountId:cc1e168b801d499580f0fc0ea5080fc1

Assertion failed: !BatchOcclusionQueries.Num() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneOcclusion.cpp] [Line: 448]

UnrealEditor_Renderer!FSceneRenderer::~FSceneRenderer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3382]
UnrealEditor_Renderer!FMobileSceneRenderer::`scalar deleting destructor'()
UnrealEditor_Renderer!DeleteSceneRenderers() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4265]
UnrealEditor_Renderer!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\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> >'::`11'::<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:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
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:480]
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]

This is also crash on iOS mobile.

As a temp solution.

FOcclusionQueryBatcher::~FOcclusionQueryBatcher()
{
	// check(!BatchOcclusionQueries.Num());
}