Tesselation crash with Dx12 and Raytrace enabled

Hi!

Using UE4.25.3 we are encountering crashes when using materials using PN tesselation with DirectX12 and Raytrace enabled.
I am specifying the full context below:

1-engine settings:

[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.VirtualTextures=True
r.SSGI.Enable=True
r.AllowGlobalClipPlane=False
r.DefaultFeature.LightUnits=2
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.RayTracing.UseTextureLod=True
r.SupportSkyAtmosphereAffectsHeightFog=True
r.AllowStaticLighting=False
r.GPUCrashDebugging=True

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12

2-target material tesselation settings:

DXD11Tesselation : PN Triangles
Adaptative Tesselation Enabled
Lit set to Player Collision

3-Rendering/Shader compilation

As soon as our level (PlayerCollision toggled) shaders are being compiled, the compilation of one of them is failing, thus crashing the editor.

[2020.09.17-19.58.00:743][438]LogShaderCompilers: Display: Worker (2/9): shaders left to compile 7
[2020.09.17-19.58.01:108][449]LogShaderCompilers: Display: Worker (6/9): shaders left to compile 6
[2020.09.17-19.58.01:525][463]LogShaderCompilers: Display: Worker (6/9): shaders left to compile 5
[2020.09.17-19.58.01:553][464]LogShaderCompilers: Display: Worker (8/9): shaders left to compile 4
[2020.09.17-19.58.01:592][465]LogShaderCompilers: Display: Worker (4/9): shaders left to compile 3
[2020.09.17-19.58.01:905][475]LogShaderCompilers: Display: Worker (1/9): shaders left to compile 2
[2020.09.17-19.58.02:053][480]LogShaderCompilers: Display: Worker (6/9): shaders left to compile 1
The thread 0x7ad0 has exited with code 0 (0x0).
Exception thrown at 0x00007FFD9AADA719 in UE4Editor.exe: Microsoft C++ exception: _com_error at memory location 0x0000007C6D9FC480.
[2020.09.17-19.58.18:746][190]LogD3D12RHI: Error: Failed to create PipelineState with hash BDFMPNCACEFPKEJO
[2020.09.17-19.58.18:746][190]LogD3D12RHI: Warning: Failed to create Graphics PSO with hash BDFMPNCACEFPKEJO
Fatal error: [File: (***edited***)/Engine/Source/Runtime/RHI/Private/PipelineStateCache.cpp] [Line: 139] 
Shader compilation failures are Fatal.
UE4Editor.exe has triggered a breakpoint.

-		Initializer	{BoundShaderState={VertexDeclarationRHI=0x0000023c30829300 {VertexElements=Num=1 StreamStrides=0x0000023c30829520 {...} ...} ...} ...}	FGraphicsPipelineStateInitializer
-		BoundShaderState	{VertexDeclarationRHI=0x0000023c30829300 {VertexElements=Num=1 StreamStrides=0x0000023c30829520 {16, ...} ...} ...}	FBoundShaderStateInput
+		VertexDeclarationRHI	0x0000023c30829300 {VertexElements=Num=1 StreamStrides=0x0000023c30829520 {16, 0, 0, 0, 0, 0, 0, 0, ...} ...}	FRHIVertexDeclaration * {UE4Editor-D3D12RHI.dll!FD3D12VertexDeclaration}
+		VertexShaderRHI	0x0000023da9548a00 {ShaderBytecode={Hash={Hash=0x0000023da9548a60 {7910083467967616601, 10797989280582476055} } ...} ...}	FRHIVertexShader * {UE4Editor-D3D12RHI.dll!FD3D12VertexShader}
+		HullShaderRHI	0x0000000000000000 <NULL>	FRHIHullShader *
+		DomainShaderRHI	0x0000000000000000 <NULL>	FRHIDomainShader *
+		PixelShaderRHI	0x0000000000000000 <NULL>	FRHIPixelShader *
+		GeometryShaderRHI	0x0000000000000000 <NULL>	FRHIGeometryShader *

4-Questions

Is it a known issue?
Is there a fix available prior to 4.26