Editor crash on shader rebuild

I have an editor crash on a shader rebuild. This has been a problem since around UE 4.4. The action I’m taking is to remove some unused nodes.

MachineId:BA2C10B746ED76E5985E23AF32BDB6E1
EpicAccountId:0d22223890c14e53a7b95ab62128b47c

Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [File:d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\PostProcess/SceneRenderTargets.h] [Line: 489] 

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_Renderer!FSceneRenderTargets::GetGBufferResourcesUniformBuffer() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.h:491]
UE4Editor_Renderer!FDeferredPixelShaderParameters::Set<FRHIPixelShader * __ptr64,FRHICommandList>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2548]
UE4Editor_Renderer!FMaterialShader::SetParameters<FRHIPixelShader * __ptr64>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:319]
UE4Editor_Renderer!FPostProcessMaterialPS::SetParameters() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\postprocess\postprocessmaterial.cpp:100]
UE4Editor_Renderer!FRCPassPostProcessMaterial::Process() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\postprocess\postprocessmaterial.cpp:212]
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:656]
UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:211]
UE4Editor_Renderer!FPostProcessing::Process() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\postprocess\postprocessing.cpp:1981]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1471]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1931]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`25'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:999]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Is there any more info I can provide?

DXDiag