In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash.
UE4Editor_D3D12RHI!D3D12RHI::VerifyD3D11Result() d3d12util.cpp:221 
UE4Editor_D3D12RHI!FD3D12PipelineState::Create() d3d12statecache.cpp:3596 
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::Add() d3d12statecache.cpp:1756 
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphicsLowLevel() d3d12statecache.cpp:1717 
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::FindGraphics() d3d12statecache.cpp:1671 
UE4Editor_D3D12RHI!FD3D12StateCacheBase::ApplyState() d3d12statecache.cpp:853 
UE4Editor_D3D12RHI!FD3D12CommandContext::RHIEndDrawPrimitiveUP() d3d12commands.cpp:1651 
UE4Editor_Engine!FBatchedElements::Draw() batchedelements.cpp:911 
UE4Editor_Engine!FSimpleElementCollector::DrawBatchedElements() scenemanagement.cpp:162 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderEditorPrimitives() deferredshadingrenderer.cpp:577 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() deferredshadingrenderer.cpp:1878 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:1060 
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1744 
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:886 
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:779 
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:526 
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:310 
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:417 
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74 
Head over to the existing Questions & Answers thread and let us know what's up.
| 0 | 
| Component | UE - Graphics Features | 
|---|---|
| Affects Versions | 4.11 | 
| Target Fix | 4.12 | 
| Created | Mar 7, 2016 | 
|---|---|
| Resolved | Apr 11, 2016 | 
| Updated | May 2, 2018 |