Cannot open load any Blueprint

Trying to load any blueprint results in a crash. blueprints work in PIE. basically cannot open edit blueprints anymore?

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

UE4Editor_Engine!UEdGraphNode::PostLoad() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\EdGraph\EdGraphNode.cpp:662]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1067]
UE4Editor_CoreUObject!EndLoad() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1592]
UE4Editor_CoreUObject!::operator()() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1231]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1332]
UE4Editor_CoreUObject!LoadPackage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1427]
UE4Editor_CoreUObject!ResolveName() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:767]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:829]
UE4Editor_CoreUObject!StaticLoadObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:904]
UE4Editor_Kismet!FBlueprintEditor::LoadLibrariesFromAssetRegistry() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1778]
UE4Editor_Kismet!FBlueprintEditor::CommonInitialization() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1705]
UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1855]
UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:270]
UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [D:\Build\++UE4\Sync\Engine\Source\Developer\AssetTools\Private\AssetTypeActions\AssetTypeActions_Blueprint.cpp:93]
UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:361]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SContentBrowser.cpp:2314]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray > const &,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:4409]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr)>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_ContentBrowser!TBaseDelegate >::ExecuteIfBound() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:673]
UE4Editor_ContentBrowser!SListView >::Private_OnItemDoubleClicked() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:932]
UE4Editor_ContentBrowser!STableRow >::OnMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:337]
UE4Editor_Slate!FEventRouter::Route >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:372]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5126]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5113]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5079]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2144]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2592]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1816]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:852]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4762]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\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

Unrelated BP in the project got corrupted in a typical crash. This caused an error in simply opening up blueprint editor. Hopefully the engineers can look into the crash info send in crash reporter.

If you don’t use real time file backup software then fix it by duplicating project and then isolating groups of folders in content folder by deleting them in explorer and retesting. Just replace the culprit with a backup file before the crash.

Hello,

We’ve made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

Thanks

this form would not submit at the end. I tried a few times. no ad blocker. internet fine. all fields required covered.