Corrupt Blueprints, Crashes when touched or clicked. Uneditable.

Blueprints have begun to crash the engine if touched, clicked or trying to read it. Always getting the same error.
I can’t do anything with this project anymore, just crashes every time.
Even though all other projects work fine, I verified the engine files.

Crash Summary:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000060

UnrealEditor_Core!CityHash64() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Hash\CityHash.cpp:393]
UnrealEditor_KismetCompiler!UE::KismetCompiler::Private::FindMacroCycle() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:476]
UnrealEditor_KismetCompiler!UE::KismetCompiler::Private::FindMacroCycle() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:482]
UnrealEditor_KismetCompiler!UE::KismetCompiler::Private::FindAndReportMacroCycles() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:509]
UnrealEditor_KismetCompiler!FKismetCompilerContext::ExpandTunnelsAndMacros() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:4171]
UnrealEditor_KismetCompiler!FKismetCompilerContext::ExpansionStep() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:3795]
UnrealEditor_KismetCompiler!FKismetCompilerContext::CreateAndProcessUbergraph() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:4066]
UnrealEditor_KismetCompiler!FKismetCompilerContext::CreateFunctionList() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:4612]
UnrealEditor_KismetCompiler!FKismetCompilerContext::CompileClassLayout() [D:\build\++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:4817]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1419]
UnrealEditor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [D:\build\++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3696]
UnrealEditor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:489]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5615]
UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5908]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5037]
UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5908]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5165]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4014]
UnrealEditor_CoreUObject!FLinkerLoad::LoadAllObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4243]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1892]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2068]
UnrealEditor_CoreUObject!LoadPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2044]
UnrealEditor_BlueprintHeaderView!FAssetData::FastGetAsset() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\AssetRegistry\AssetData.h:533]
UnrealEditor_BlueprintHeaderView!FAssetData::GetAsset() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\AssetRegistry\AssetData.h:566]
UnrealEditor_BlueprintHeaderView!SBlueprintHeaderView::OnAssetSelected() [D:\build\++UE5\Sync\Engine\Plugins\Editor\BlueprintHeaderView\Source\BlueprintHeaderView\Private\SBlueprintHeaderView.cpp:455]
UnrealEditor_BlueprintHeaderView!FBlueprintHeaderViewModule::OpenHeaderViewForAsset() [D:\build\++UE5\Sync\Engine\Plugins\Editor\BlueprintHeaderView\Source\BlueprintHeaderView\Private\BlueprintHeaderView.cpp:97]
UnrealEditor_BlueprintHeaderView!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,FAssetData>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777]
UnrealEditor_Slate!FUIAction::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1167]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1118]
UnrealEditor_Slate!V::TBaseSPMethodDelegateInstance::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:281]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:434]
UnrealEditor_Slate!TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::RemoveAll<`TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::Remove'::`2'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:442]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5279]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5857]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5813]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2243]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2750]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1919]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:929]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5850]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Log file isn’t even recording the crash.

Last few lines of log file:
[2024.11.09-02.03.49:347][323]MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.298ms to complete.
[2024.11.09-02.03.49:571][324]LogContentValidation: Display: Starting to validate 1 assets
[2024.11.09-02.03.49:571][324]LogContentValidation: Enabled validators:
[2024.11.09-02.03.49:571][324]LogContentValidation: 	/Script/DataValidation.DirtyFilesChangelistValidator
[2024.11.09-02.03.49:571][324]LogContentValidation: 	/Script/DataValidation.EditorValidator_Localization
[2024.11.09-02.03.49:571][324]LogContentValidation: 	/Script/DataValidation.WorldPartitionChangelistValidator
[2024.11.09-02.03.49:571][324]LogContentValidation: Display: Validating asset /Game/StarterContent/Maps/Minimal_Default.Minimal_Default
[2024.11.09-02.03.49:571][324]AssetCheck: /Game/StarterContent/Maps/Minimal_Default Validating asset
[2024.11.09-02.03.53:628][590]LogUObjectHash: Compacting FUObjectHashTables data took   0.71ms
[2024.11.09-02.03.53:634][590]LogFileHelpers: InternalPromptForCheckoutAndSave started...
[2024.11.09-02.03.53:723][590]LogUObjectHash: Compacting FUObjectHashTables data took   0.33ms
[2024.11.09-02.03.53:730][590]LogWorldPartition: Can't find class descriptor '/Game/StarterContent/Maps/Minimal_Default.Minimal_Default_C' for saving '/Game/StarterContent/Maps/Minimal_Default.Minimal_Default_C'
[2024.11.09-02.03.53:730][590]LogWorldPartition: Can't find class descriptor '/Game/StarterContent/Maps/Minimal_Default.Minimal_Default_C' for saving '/Game/StarterContent/Maps/Minimal_Default.Minimal_Default_C'
[2024.11.09-02.03.53:735][590]LogSavePackage: Moving output files for package: /Game/StarterContent/Maps/Minimal_Default
[2024.11.09-02.03.53:736][590]LogSavePackage: Moving './Saved/Minimal_Default4251BB05404562C0DC9A29A5622A9AC1.tmp' to './Content/StarterContent/Maps/Minimal_Default.umap'
[2024.11.09-02.03.53:744][590]LogFileHelpers: All files are already saved.
[2024.11.09-02.03.53:744][590]LogFileHelpers: Saving map 'Minimal_Default' took 0.058
[2024.11.09-02.03.53:760][590]LogFileHelpers: InternalPromptForCheckoutAndSave took 126.703 ms (total: 484.532 ms)
[2024.11.09-02.03.53:818][590]LogContentValidation: Display: Starting to validate 1 assets
[2024.11.09-02.03.53:818][590]LogContentValidation: Enabled validators:
[2024.11.09-02.03.53:818][590]LogContentValidation: 	/Script/DataValidation.DirtyFilesChangelistValidator
[2024.11.09-02.03.53:818][590]LogContentValidation: 	/Script/DataValidation.EditorValidator_Localization
[2024.11.09-02.03.53:818][590]LogContentValidation: 	/Script/DataValidation.WorldPartitionChangelistValidator
[2024.11.09-02.03.53:818][590]LogContentValidation: Display: Validating asset /Game/StarterContent/Maps/Minimal_Default.Minimal_Default
[2024.11.09-02.03.53:818][590]AssetCheck: /Game/StarterContent/Maps/Minimal_Default Validating asset

All I did here was:

  • Loaded the editor
  • Double clicked “BP_ThirdPersonCharacter”
    (A character blueprint I edited from the original)

A re-imported version from the template works, but I have forgotten everything I did to it.

Everything worked fine til some point where I opened the project again and couldn’t open blueprints anymore.

Note, I even tried diffrerent engine versions of the project.