The crash happens during packaged build startup, after asset loading begins. The log shows it reaches “Initializing Engine…” and then crashes after several meshes are marked for CPU read.
Does this usually indicate a corrupted Blueprint/class reference, invalid parent class, stale cooked data, or an asset that failed to cook correctly? What is the best way to identify which asset is causing this AsyncLoading2 assertion?
What I already tried:
Deleted Intermediate/Saved/DerivedDataCache and rebuilt
Changed the game instance to default engine game instance
Using an empty level for the build
Changed the Player character to a plain character
Only way I was able to run the packaged build was when I changed the Game instance, level and game mode to a default templates.
Attached is the link to the latest crash log zip file link: Latest Crash log zip
Checking through your extended log, as you mentioned, there are specific meshes marked for CPU read:
Portal_Arrow
SM_Ice
SM_Quartz
SM_Totem
SM_Iron_Ore
SM_Obsidian
SM_Sulfur
SM_Bone
SM_BundleofFlowers
SM_Mercury_Updated
SM_Waste
So, the engine is requesting data from these assets, and whatever is loaded next, results in the failed assertion. Meaning, an element tied to all these assets, is causing the issue. It could be a blueprint, a data asset, anything thath holds a reference to them.
To find this element, I would suggest using the Reference Viewer, and look for a shared parent asset across the affected meshes. Once you find a potential cultrip, check their parents’ status, their links and references, make sure nothing related to it has been renamed, moved, or deleted.