Corrupted save files crash the game.

LowLevelFatalError [File:Unknown] [Line: 724] BulkData compressed header read error. This package may be corrupt!

VikingOyunu_Win64_Shipping!FArchiveLoadCompressedProxy::Serialize()
VikingOyunu_Win64_Shipping!operator<<()
VikingOyunu_Win64_Shipping!UEMSObject::LoadBinaryArchive() [U:\NewViking\Plugins\EasyMultiSave\Source\EasyMultiSave\Private\EMSObject.cpp:626]
VikingOyunu_Win64_Shipping!UEMSObject::LoadObject() [U:\NewViking\Plugins\EasyMultiSave\Source\EasyMultiSave\Private\EMSObject.cpp:529]
VikingOyunu_Win64_Shipping!UEMSObject::GetSlotInfoObject() [U:\NewViking\Plugins\EasyMultiSave\Source\EasyMultiSave\Private\EMSObject.cpp:195]
VikingOyunu_Win64_Shipping!UEMSFunctionLibrary::GetNamedSlotInfo() [U:\NewViking\Plugins\EasyMultiSave\Source\EasyMultiSave\Private\EMSFunctionLibrary.cpp:77]
VikingOyunu_Win64_Shipping!UEMSFunctionLibrary::execGetNamedSlotInfo() [U:\NewViking\Plugins\EasyMultiSave\Intermediate\Build\Win64\UE4\Inc\EasyMultiSave\EMSFunctionLibrary.gen.cpp:152]
VikingOyunu_Win64_Shipping!UObject::execLetObj()
VikingOyunu_Win64_Shipping!ProcessLocalScriptFunction()
VikingOyunu_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
VikingOyunu_Win64_Shipping!UObject::execLocalFinalFunction()
VikingOyunu_Win64_Shipping!ProcessLocalScriptFunction()
VikingOyunu_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
VikingOyunu_Win64_Shipping!UObject::execLocalVirtualFunction()
VikingOyunu_Win64_Shipping!ProcessLocalScriptFunction()
VikingOyunu_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
VikingOyunu_Win64_Shipping!UObject::execLocalFinalFunction()
VikingOyunu_Win64_Shipping!ProcessLocalScriptFunction()
VikingOyunu_Win64_Shipping!UObject::ProcessInternal()
VikingOyunu_Win64_Shipping!UFunction::Invoke()
VikingOyunu_Win64_Shipping!UObject::ProcessEvent()
VikingOyunu_Win64_Shipping!UUserWidget::PreConstruct()
VikingOyunu_Win64_Shipping!UUserWidget::OnWidgetRebuilt()
VikingOyunu_Win64_Shipping!UWidget::TakeWidget_Private()
VikingOyunu_Win64_Shipping!UCanvasPanelSlot::BuildSlot()
VikingOyunu_Win64_Shipping!UCanvasPanel::RebuildWidget()
VikingOyunu_Win64_Shipping!UWidget::TakeWidget_Private()
VikingOyunu_Win64_Shipping!UUserWidget::RebuildWidget()
VikingOyunu_Win64_Shipping!UWidget::TakeWidget_Private()
VikingOyunu_Win64_Shipping!UUserWidget::AddToScreen()
VikingOyunu_Win64_Shipping!UUserWidget::execAddToViewport()
VikingOyunu_Win64_Shipping!UFunction::Invoke()
VikingOyunu_Win64_Shipping!UObject::CallFunction()
VikingOyunu_Win64_Shipping!UObject::ProcessContextOpcode()
VikingOyunu_Win64_Shipping!ProcessLocalScriptFunction()
VikingOyunu_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
VikingOyunu_Win64_Shipping!UObject::execLocalFinalFunction()
VikingOyunu_Win64_Shipping!ProcessLocalScriptFunction()
VikingOyunu_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
VikingOyunu_Win64_Shipping!UObject::execLocalVirtualFunction()
VikingOyunu_Win64_Shipping!UObject::ProcessContextOpcode()
VikingOyunu_Win64_Shipping!ProcessLocalScriptFunction()
VikingOyunu_Win64_Shipping!UObject::ProcessInternal()
VikingOyunu_Win64_Shipping!UFunction::Invoke()
VikingOyunu_Win64_Shipping!UObject::ProcessEvent()
VikingOyunu_Win64_Shipping!AActor::ProcessEvent()
VikingOyunu_Win64_Shipping!FLatentActionManager::TickLatentActionForObject()
VikingOyunu_Win64_Shipping!FLatentActionManager::ProcessLatentActions()
VikingOyunu_Win64_Shipping!UWorld::Tick()
VikingOyunu_Win64_Shipping!UGameEngine::Tick()
VikingOyunu_Win64_Shipping!FEngineLoop::Tick()
VikingOyunu_Win64_Shipping!GuardedMain()
VikingOyunu_Win64_Shipping!GuardedMainWrapper()
VikingOyunu_Win64_Shipping!WinMain()
VikingOyunu_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Code part;

	FArchiveLoadCompressedProxy Decompressor = FArchiveLoadCompressedProxy(BinaryData, NAME_Zlib);

	if (Decompressor.GetError())
	{
		UE_LOG(LogEasyMultiSave, Error, TEXT("Cannot load, file might not be compressed: %s"), *FullSavePath);
		return false;
	}

	if (Decompressor.IsError())
	{
		UE_LOG(LogEasyMultiSave, Error, TEXT("Cannot load, file might not be compressed: %s"), *FullSavePath);
		return false;
	}

	FBufferArchive DecompressedBinary;
	Decompressor << DecompressedBinary;


	FMemoryReader FromBinary = FMemoryReader(DecompressedBinary, true);
	FromBinary.Seek(0);

	//Unpack archive 
	bSuccess = UnpackBinaryArchive(LoadType, FromBinary, Object);

	Decompressor.FlushCache();
	Decompressor.Close();

	DecompressedBinary.Empty();
	DecompressedBinary.Close();

	FromBinary.FlushCache();
	FromBinary.Close();

This is probably the part that collapsed;

FMemoryReader FromBinary = FMemoryReader(DecompressedBinary, true);

How should I write a control here and save it from crashing?

Hi, Akcay, did u find the answer? I ran into the same crash

What did you do?