Animation Compression (?) crash

Hello, i’ve began having random crashes when opening some animations of our project, this is the crash details

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771] Array index out of bounds: 354 from an array of size 354

UnrealEditor_Engine!UE::Anim::Retargeting::FRetargetingScope::~FRetargetingScope() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequenceHelpers.cpp:219]
UnrealEditor_AnimationData!UAnimationSequencerDataModel::GeneratePoseData() [F:\UnrealEngine-release\Engine\Plugins\Animation\AnimationData\Source\AnimationData\Private\AnimSequencerDataModel.cpp:1284]
UnrealEditor_AnimationData!UAnimationSequencerDataModel::Evaluate() [F:\UnrealEngine-release\Engine\Plugins\Animation\AnimationData\Source\AnimationData\Private\AnimSequencerDataModel.cpp:745]
UnrealEditor_Engine!UAnimSequence::GetBonePose() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1674]
UnrealEditor_Engine!UAnimSequence::GetBonePose_AdditiveMeshRotationOnly() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1834]
UnrealEditor_Engine!UAnimSequence::GetAnimationPose() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimSequence.cpp:1528]
UnrealEditor_Engine!FCompressibleAnimData::BakeOutAdditiveIntoRawData() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimCompressionTypes.cpp:309]
UnrealEditor_Engine!FCompressibleAnimData::FetchData() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimCompressionTypes.cpp:831]
UnrealEditor_Engine!UE::Anim::FAnimationSequenceAsyncCacheTask::BuildData() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimationCompressionDerivedData.cpp:206]
UnrealEditor_Engine!`UE::Anim::FAnimationSequenceAsyncCacheTask::LaunchCompressionTask'::`2'::<lambda_1>::operator()() [F:\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\Animation\AnimationCompressionDerivedData.cpp:249]
UnrealEditor_DerivedDataCache!`UE::DerivedData::IRequestOwner::LaunchTask'::`2'::<lambda_1>::operator()() [F:\UnrealEngine-release\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataRequestOwner.cpp:294]
UnrealEditor_DerivedDataCache!UE::Tasks::Private::TExecutableTaskBase<`UE::DerivedData::IRequestOwner::LaunchTask'::`2'::<lambda_1>,void,void>::ExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:701]
UnrealEditor_DerivedDataCache!UE::Tasks::Private::FTaskBase::TryExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:436]
UnrealEditor_DerivedDataCache!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [F:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

I’ve already tried doing the thing pointed out here

https://forums.unrealengine.com/t/my-ue-project-crashed-after-upgrading-to-5-0-3/609053/12

But it’s not working, everytime i open an affected animsequence my editor crashes, another team member just straight up crashes when clicking play, we have tons of animation and going through each one of them to delete and reimport it’s gonna be a PITA. Does anyone have a solution for this?