Not sure what detail i can give but my 4.20 project with a navmesh crashes on startup of the editor with 4.21.
UE4Editor-NavigationSystem.dll!UClass::GetDefaultObject<UNavigationSystemV1 const >() Line 2479
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\\uobject\class.h(2479)
UE4Editor-NavigationSystem.dll!FNavigationSystem::ShouldLoadNavigationOnClient(ANavigationData & NavData) Line 133
at d:\build\++ue4\sync\engine\source\runtime\navigationsystem\private\navigationsystem.cpp(133)
UE4Editor-NavigationSystem.dll!ANavigationData::PostInitProperties() Line 170
at d:\build\++ue4\sync\engine\source\runtime\navigationsystem\private\navigationdata.cpp(170)
UE4Editor-NavigationSystem.dll!ARecastNavMesh::PostInitProperties() Line 404
at d:\build\++ue4\sync\engine\source\runtime\navigationsystem\private\navmesh\recastnavmesh.cpp(404)
UE4Editor-CoreUObject.dll!FObjectInitializer::PostConstructInit() Line 2842
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(2842)
UE4Editor-CoreUObject.dll!FObjectInitializer::~FObjectInitializer() Line 2699
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(2699)
UE4Editor-CoreUObject.dll!StaticConstructObject_Internal(UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, EInternalObjectFlags InternalSetFlags, UObject * InTemplate, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph, bool bAssumeTemplateIsArchetype) Line 3160
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(3160)
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Line 4173
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp(4173)
UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload(int ExportIndex, bool bForcePreload) Line 2960
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp(2960)
UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects(bool bForcePreload) Line 3116
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp(3116)
UE4Editor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride) Line 1366
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(1366)
UE4Editor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageName, unsigned int LoadFlags, FArchive * InReaderOverride) Line 1473
at d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp(1473)
UE4Editor-UnrealEd.dll!UEditorEngine::Map_Load(const wchar_t * Str, FOutputDevice & Ar) Line 2550
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp(2550)
UE4Editor-UnrealEd.dll!UEditorEngine::HandleMapCommand(const wchar_t * Str, FOutputDevice & Ar, UWorld * InWorld) Line 6023
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp(6023)
UE4Editor-UnrealEd.dll!UEditorEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5500
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp(5500)
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 691
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp(691)
UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadMap(const FString & InFilename, bool LoadAsTemplate, const bool bShowProgress) Line 2396
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp(2396)
UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() Line 3774
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp(3774)
UE4Editor-UnrealEd.dll!FUnrealEdMisc::OnInit() Line 348
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp(348)
UE4Editor-UnrealEd.dll!EditorInit(IEngineLoop & EngineLoop) Line 97
at d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp(97)
UE4Editor-Win64-DebugGame.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 158
at d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp(158)
UE4Editor-Win64-DebugGame.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 262
at d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp(262)