NavigationSystem Crash when stop to run game in PIE

stack is following:

[Inline Frame] UE4Editor-NavigationSystem.dll!SharedPointerInternals::FReferenceControllerOps<1>::ReleaseSharedReference(SharedPointerInternals::FReferenceControllerBase * ReferenceController) Line 282 C++
[Inline Frame] UE4Editor-NavigationSystem.dll!SharedPointerInternals::FSharedReferencer<1>::{dtor}() Line 445 C++
[Inline Frame] UE4Editor-NavigationSystem.dll!DestructItems(FNavigationOctreeElement * Element, int Count) Line 101 C++
UE4Editor-NavigationSystem.dll!TArray<FNavigationOctreeElement,TInlineAllocator<16,FDefaultAllocator> >::~TArray<FNavigationOctreeElement,TInlineAllocator<16,FDefaultAllocator> >() Line 529 C++
UE4Editor-NavigationSystem.dll!TOctree<FNavigationOctreeElement,FNavigationOctreeSemantics>::RemoveElement(FOctreeElementId ElementId) Line 273 C++
UE4Editor-NavigationSystem.dll!FNavigationOctree::RemoveNode(const FOctreeElementId & Id) Line 184 C++
UE4Editor-NavigationSystem.dll!UNavigationSystemV1::RemoveNavOctreeElementId(const FOctreeElementId & ElementId, int UpdateFlags) Line 2571 C++
UE4Editor-NavigationSystem.dll!UNavigationSystemV1::UnregisterNavOctreeElement(UObject * ElementOwner, INavRelevantInterface * ElementInterface, int UpdateFlags) Line 2532 C++
UE4Editor-NavigationSystem.dll!UNavigationSystemV1::UpdateNavOctreeElement(UObject * ElementOwner, INavRelevantInterface * ElementInterface, int UpdateFlags) Line 2764 C++
UE4Editor-NavigationSystem.dll!UNavigationSystemV1::UpdateComponentInNavOctree(UActorComponent & Comp) Line 2631 C++
UE4Editor-Engine.dll!UStaticMeshComponent::OnDestroyPhysicsState() Line 659 C++
UE4Editor-Engine.dll!UActorComponent::DestroyPhysicsState() Line 1239 C++
UE4Editor-Engine.dll!UActorComponent::ExecuteUnregisterEvents() Line 1268 C++
UE4Editor-Engine.dll!UActorComponent::UnregisterComponent() Line 1066 C++
UE4Editor-Engine.dll!AActor::UnregisterAllComponents(bool bForReregister) Line 4127 C++
UE4Editor-Engine.dll!ULevel::IncrementalUnregisterComponents(int NumComponentsToUnregister) Line 1054 C++
UE4Editor-Engine.dll!UWorld::RemoveFromWorld(ULevel * Level, bool bAllowIncrementalRemoval) Line 2386 C++
UE4Editor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 597 C++
[Inline Frame] UE4Editor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *) Line 529 C++
UE4Editor-Engine.dll!UWorld::UpdateLevelStreaming() Line 2902 C++
[Inline Frame] UE4Editor-Engine.dll!UWorld::IsVisibilityRequestPending() Line 3173 C++
UE4Editor-Engine.dll!UWorld::FlushLevelStreaming(EFlushLevelStreamingType FlushType) Line 3104 C++
UE4Editor-UnrealEd.dll!UEditorEngine::TeardownPlaySession(FWorldContext & PieWorldContext) Line 682 C++
UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() Line 324 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1992 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 403 C++
UE4Editor.exe!FEngineLoop::Tick() Line 3699 C++
[Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 174 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 262 C++
[Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++
UE4Editor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown

Hello,

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Thanks