Crash every time when open mesh editor after switch to 4.16

Hi,
I have recently switched my project from 4.15 to 4.16. After that, every time I try to open mesh editor the engine will crash. Here are the logs:

[2017.06.12-09.03.18:793][297]LogRenderer: Reallocating scene render targets to support 1332x636 NumSamples 4 (Frame:1).
[2017.06.12-09.03.24:120][503]MaterialEditorStats: Info Base pass shader: 572 instructions
[2017.06.12-09.03.24:121][503]MaterialEditorStats: Info Vertex shader: 92 instructions
[2017.06.12-09.03.24:121][503]MaterialEditorStats: Info Texture samplers: 6/16
[2017.06.12-09.03.24:121][503]MaterialEditorStats: Info User interpolators: 2/4 Scalars (1/4 Vectors) (TexCoords: 2, Custom: 0)
[2017.06.12-09.03.26:793][662]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.30:960][733]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.31:381][749]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.31:690][759]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.32:198][777]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.32:491][786]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.35:912][914]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.36:565][936]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.37:263][962]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2017.06.12-09.03.42:604][293]LogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (Wall_122)
[2017.06.12-09.03.42:731][296]MaterialEditorStats: Info Base pass shader: 572 instructions
[2017.06.12-09.03.42:732][296]MaterialEditorStats: Info Vertex shader: 92 instructions
[2017.06.12-09.03.42:732][296]MaterialEditorStats: Info Texture samplers: 6/16
[2017.06.12-09.03.42:732][296]MaterialEditorStats: Info User interpolators: 2/4 Scalars (1/4 Vectors) (TexCoords: 2, Custom: 0)
'UE4Editor.exe' (Win32): Loaded 'C:\Program Files\Epic Games\UE_4.16\Engine\Binaries\Win64\UE4Editor-StaticMeshEditor.dll'. Cannot find or open the PDB file.
Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1851] 
Couldn't find Shader TBasePassPSFCachedPointIndirectLightingPolicySkylight for Material Resource GridMaterial!
		RenderMeshShaderMap 1, RenderThreadShaderMap 1
		GameMeshShaderMap 1, GameThreadShaderMap 1, bShaderWasFoundInGameShaderMap 0
		With VF=FLocalVertexFactory, Platform=PCD3D_SM5
		ShouldCache: Mat=1, VF=1, Shader=0 
		MaterialUsageDesc: LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}

I have tried Removing project’s DerivedDataCache and deleting /binaries /Intermidiate /Saved folders and rebuild the project, but editor still crash every single time. I also tried creating a ThirdPersonExample project in 4.15 then switch to 4.16 and it works totally fine. I have no idea what’s so special about my project that make the editor crashs so unswervingly like it’s part of the engine features. Please help.

Thanks in advance.

It seems it’s a bug in 4.16. Issue UE-44076. After enabling on “Support Stationary Skylight” I can open the mesh editor now. Hope it will be fixed soon.

Thank you so much for sharing this work around. Forward shading project.
///Mattias