After engine version update, all project files crash without exception

After updating the engine version, I am constantly crashing. If there is a previously opened topic or a source on the forum that I can refer to for these error codes, I would be glad if anyone who knows could share it.

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758] Array index out of bounds: 128988 into an array of size 1997252

UnrealEditor_NaniteBuilder!FGraphPartitioner::BisectGraph() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:269]
UnrealEditor_NaniteBuilder!operator<<<unsigned char,TSizedInlineAllocator<12,32,TSizedDefaultAllocator<32> > >() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:321]
UnrealEditor_NaniteBuilder!UE::Core::Private::Function::TFunctionRefCaller<TClosableLockFreePointerListUnorderedSingleConsumer<FBaseGraphTask,0>::PushIfNotClosed'::2’::<lambda_1>,bool __cdecl(unsigned __int64)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_NaniteBuilder!TLocalWorkQueue<FGraphPartitioner::FGraphData>::AddWorkers'::18’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\LocalWorkQueue.h:119]
UnrealEditor_NaniteBuilder!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<TLocalWorkQueueFGraphPartitioner::FGraphData::AddWorkers’::18'::<lambda_1> >'::13’::<lambda_1>,0>::Ca() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:177]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Hello, to better give input to your question

  1. Make a backup of the original project before upgrading
  2. From what version did you upgrade, and to which version?
  3. Do you have any additional plug-in’s, if so did you upgrade these plug-in’s too?
  4. Assuming you do not have a C++ project, delete the following folders: DerivedDataCache, Intermediate, Saved.
  5. If you have additional plug-in’s, disable them or move the plug-in folder out of your project. NOTICE, that once you can open the project do not save content, it will break plug-in related code.
  6. Upgrade plug-in’s and enable them once by one to check which may or may not cause issues.

I upgraded from version 5.3.2 to version 5.4.2 and after deleting the files you suggested to delete I got the crash again. I only had the su plugin enabled.

Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION

UnrealEditor_QuadricMeshReduction!FDisjointSet::Find() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Public\DisjointSet.h:126]
UnrealEditor_QuadricMeshReduction!FMeshSimplifier::EvaluateMerge() [D:\build++UE5\Sync\Engine\Source\Developer\MeshSimplifier\Private\MeshSimplify.cpp:309]
UnrealEditor_QuadricMeshReduction!FMeshSimplifier::Simplify() [D:\build++UE5\Sync\Engine\Source\Developer\MeshSimplifier\Private\MeshSimplify.cpp:1027]
UnrealEditor_NaniteBuilder!Nanite::FCluster::Simplify() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:400]
UnrealEditor_NaniteBuilder!Nanite::DAGReduce() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:359]
UnrealEditor_NaniteBuilder!Nanite::FStripifier::ConstrainAndStripifyCluster'::2’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:288]
UnrealEditor_NaniteBuilder!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor’::2'::<lambda_1>,std::nullptr_t>'::2’::FParallelExecutor::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_NaniteBuilder!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::2’::<lambda_1>,std::() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:177]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

When exactly is the project crashing, on start or when you open a map or BP?

Some general things to check

  • Open your project file and look if there is anything extra enabled and disable it.
  • Do you have any special meshes in the project, for instance with high poly count? If true, move this file out of the project.

After removing a lot of things, there really is no point. I would rather start a project from scratch. I am really tired of solving problems. The job is already hard and time-consuming. In addition, these unreal crashes are driving people crazy. Paragon files have been problematic for 3 months and no one has cared despite our feedback. The product is released but I don’t think the team provides fast service behind it. It takes months for them to take action and that is not a nice thing. We have to throw away the things we can’t solve.

And, update to the latest UE.5.4.3.

You are correct it is very time consuming adventure and small things can apparently break everything.

It is also very difficult to give advice without knowing more.

You have the following options

  • Search for the errors
  • Look at the logs
  • Remove things from the project which may be the problem (do this folder by folder and pin it down)

I’ve already solved the problem with the paragon characters over a month ago. The search function in the forum is the first place you should look.

Epic doesn’t have any obligation to update old assets that were released ages ago. They basically gave out the assets after the game died. There is no customer service for them.

As for upgrading from 5.3 to 5.4 the build order needs to be defined as some parts of the internals seemed to have been rewritten and are initialized in a different order.

Make sure that in your target files you include

IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;

example

public class AsyncLoadProjectTarget : TargetRules
{
	public AsyncLoadProjectTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Game;
		DefaultBuildSettings = BuildSettingsVersion.V5;
		IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
		ExtraModuleNames.Add("AsyncLoadProject");
	}
}

Also remember to clear out any generated data when switching engine versions so
folders

  • Intermediate
  • Binaries
  • DerivedDataCache
  • .vs

files
.vsconfig
your project sln file

All of this will be regenerated from the uproject file

You also need to update any plugins if you have them. (Just notices @unit23 mentioned some of this)

The topic @3dRaven mentioned, look for this file ‘OrionGlobalGameplayCollection’ and remove it Paragon Characters are Incompatible with 5.4 - #17 by Sebatnik

As for Paragon, these characters per se appear to work just fine, I know this from working and selling edited modular UE4 compatible skeleton versions https://www.unrealengine.com/marketplace/en-US/product/eef4a3e461df406c9e91712edd0721dd

Raven, what I mean is, even if it is old, it should be stable without uploading resources to the store. It means that you buy something without checking it, the resources are yours, and this causes many problems like this and we lose time to solve it. In other words, I do not have a constant expectation from the epic team, which is not possible anyway, but I am on the side that thinks that the resources offered for free should be checked and offered to people after they are stable.

I tried what you suggested for the project, but unfortunately I did not get any results. I am used to this situation now. If you are working on a project, you should definitely not change the engine version. My Unreal experiences are in this direction. In the new engine version, you need to open a project from scratch and upload the resources back in. When you update unconsciously, like me, all your work can be in vain, or even if it does not, it causes you a huge loss of time and anger.

Someone made a video for Paragon but I didn’t understand. As far as I understand, he changed the name of one of the specified files and deleted the others, but I couldn’t find a solution. I would be very happy if you could list what needs to be done step by step. The video I watched left one OrionGlobal file, changed its name and deleted the others. After the deletion, the textures of the characters were not loaded and all the characters were defining this changed file in the Mf_hitflasf and mf_orionrimlight files. However, I personally couldn’t see any part that got an error on that screen on my own screen. It is obvious that I did something wrong as a step because there are people who have found a solution. If you could help me, I would be very happy by writing each step item by item.

Do the following for an optimized approach, this is a way to skip the Paragon Material’s entirely. This can be worked out to a satisfying degree without much trouble.

  1. Open your 5.3 project copy the meshes and skeleton via Explorer to your fresh 5.4 project - inside a root folder called Paragon or to /Characters/Paragon

For each material do the following

  1. Migrate or copy by Explorer the textures to your project, into /ParagonFolder/CharacterName/Textures
  2. Create new MaterialInstances, use for the Parent Material the Engine Material M_GLTF_Default
  3. Past in the copied textures and assign the Materials to the characters.




@TalhaUysalArt

I want to repeat it like this again. My 5.3 project is no longer there. I moved the paragon characters to a new version 5.4.2. Do I need to solve this again with the method you described?

Search your project for this file and remove from Explorer (don’t start the project yet).

If you removed all these file instances open the project. If your materials are broken or do not render correctly or there is a crash you can create new materials as outlined above. To check what textures are needed open a fresh Paragon project, Right click a Material and select Show in Reference Viewer. Notice you do not necessarily need these special textures which are just black, red, green or blue colored.

If you intend to keep using the original Paragon materials, open them in a fresh 5.3 project and seek the culprit file OrionGlobalGameplayCollection and remove all the references manually prior to migrating the characters into the new 5.4 destination.

Unfortunately, my friend. It’s crashing again. I keep writing the same things, I don’t want to take your time, but I couldn’t reach a conclusion.

When I delete the OrionGlobalGameplayCollection file and enter the character map again, it crashes again. In cases where it doesn’t crash, the textures don’t appear. But it clearly crashes once in a while and doesn’t open in cases where it doesn’t crash.

Remove the Paragon characters from the project completely.

1 Like

I forgot to mention that. Even though I deleted it completely from the project files, when adding it from the library in the epic game launcher, “overwrite” keeps popping up. I checked the files but couldn’t find anything.

What do you think about the crash even when deleting files from the project :slight_smile:

Delete the Intermediate and DerivedDataCash folder, check in Explorer that the Paragon folder is gone. If it still crashes is it the same error as you have posted initially?


It seems to have been deleted now.

Good, then you can proceed with adding the Paragon characters as described above. Start with one, only copy the skeleton and mesh, then create the material.