Archviz Interior Sample project crashes on load

For some reason, I haven’t been able to get the Archviz Interior example project to even open for me for months, and I have no idea why. I got my rig about a year ago, and everything else in ue4 has worked perfectly for me since. But I’ve tried to open this project in both 4.24.3 and 4.25.0, I’ve re-downloaded it for both versions to confirm that nothing in the project files were accidentally corrupted, I updated my gpu drivers to the latest, and it still crashes every time I try to load the project. Does anybody know what I can do to fix this? Any and all help would be much appreciated. Here are my pc specs and the error messages I get after the failed loads on both versions

PC Specs:
AMD Ryzen 7 2700X Eight Core - 3.7 GHz
Geforce RTX 2080TI
64 GB Ram
MSI X470 GAMING PLUS AM4 ATX

4.24.3 Crash Report:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

D3D12
D3D12
D3D12
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

4.25.0 Crash Report:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

D3D12
D3D12
D3D12
D3D12
D3D12
UE4Editor_D3D12RHI!CreateRayTracingStateObject() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:327]
UE4Editor_D3D12RHI!FD3D12RayTracingPipelineState::FD3D12RayTracingPipelineState() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:1703]
UE4Editor_D3D12RHI!FD3D12BasicRayTracingPipeline::FD3D12BasicRayTracingPipeline() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:1849]
UE4Editor_D3D12RHI!FD3D12Adapter::InitializeRayTracing() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Adapter.cpp:814]
UE4Editor_D3D12RHI!FD3D12DynamicRHI::PostInit() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\Windows\WindowsD3D12Device.cpp:772]
UE4Editor!FEngineLoop::PreInitPostStartupScreen() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3152]
UE4Editor!GuardedMain() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:127]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

FWIW: I get to 39% and then it just hangs. Win10 feels the application is still working, but in an hour, nothing changes…

321725-5debb2d9de10514fec0251b90a88b0ac.png

That 100% normal, shader being compiled, once done it should not do that. You can run editor with -LOG option it will show log window and there you can see what enigne actully doing