I was working on a project in 4.20, I abandoned it and returned to it with 4.23, everything was working fine but now I’m getting a fatal crash every time I try to run it (engine opens the project and viewport without problem)
This is all I got from crash report so I don’t even know where to look if its a blueprint error:
ssertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] Array index out of bounds: 1 from an array of size 0
UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:439]
UE4Editor_Engine!DispatchCheckVerify >() [d:\build++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:162]
UE4Editor_Engine!ComputeLocalSpaceTargetTM() [d:\build++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicalanimationcomponent.cpp:222]
UE4Editor_Engine!::operator()() [d:\build++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicalanimationcomponent.cpp:371]
UE4Editor_Engine!FPhysicsCommand_PhysX::ExecuteWrite() [d:\build++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicsinterfacephysx.cpp:635]
UE4Editor_Engine!UPhysicalAnimationComponent::UpdatePhysicsEngine() [d:\build++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicalanimationcomponent.cpp:401]
UE4Editor_Engine!UPhysicalAnimationComponent::ApplyPhysicalAnimationSettings() [d:\build++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicalanimationcomponent.cpp:119]
UE4Editor_Engine!UPhysicalAnimationComponent::execApplyPhysicalAnimationSettings() [d:\build++ue4\sync\engine\source\runtime\engine\classes\physicsengine\physicalanimationcomponent.h:74]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:904]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2314]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:974]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1058]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4643]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1464]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build++ue4\sync\engine\source\runtime\engine\private\actor.cpp:769]
UE4Editor_Engine!FLatentActionManager::TickLatentActionForObject() [d:\build++ue4\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:206]
UE4Editor_Engine!FLatentActionManager::ProcessLatentActions() [d:\build++ue4\sync\engine\source\runtime\engine\private\latentactionmanager.cpp:124]
UE4Editor_Engine!AActor::Tick() [d:\build++ue4\sync\engine\source\runtime\engine\private\actor.cpp:994]
UE4Editor_Engine!AActor::TickActor() [d:\build++ue4\sync\engine\source\runtime\engine\private\actor.cpp:970]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build++ue4\sync\engine\source\runtime\engine\private\actor.cpp:164]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1457]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:557]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1505]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1568]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967]
UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll