The pbvh code breaks if it encounters vertices with NaN coordinates. Sculpt tools stop working and the mesh randomly disappears in weird, glitchy ways.
This patch just checks for NaNs in verts when building a mesh pbvh (it doesn't do anything for bmesh or grids).
Anyway, the nans came from the multires reprojection code. I've been putting off fixing reprojection for years, but I think maybe this has motivated me to do something about it.