[CRASH] Editor crashes whenever I try to open an project

I’ve tried to convert project “in place” to 4.7.6 and now can’t open my project. I have tried to convert back to 4.8.2.
Other project open without problems (empty projects also).

I have attached also full appcrash report .zip.appcrash .zip

MachineId:B2C5555B4766151CA5E7B28055186680
EpicAccountId:17c6aa2a27da439298466603154bd6d2

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: Obj != nullptr [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlo

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_CoreUObject!FObjectInitializer::~FObjectInitializer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2113]
UE4Editor_DreamquestProject!AHaunt::AHaunt() [c:\users\pc\perforce\p4bks_pc-pc_3600\dreamquest\dreamquestproject\source\dreamquestproject\haunt.cpp:26]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:2587]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:729]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:820]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1031]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\modules\modulemanager.cpp:431]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\projects\private\moduledescriptor.cpp:370]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\projects\private\projectmanager.cpp:52]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:1922]
UE4Editor!FEngineLoop::PreInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:1444]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Hi Xter -

Thank you for your report. We will begin investigation into this issue as soon as possible. If we are unable to reproduce the problem, or need more information, we will follow up with some additional questions for you. Otherwise, we will post an ‘Answer’ once the issue has been logged in our bug database or we have a solution for it.

In the meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:

Thank you -

Eric Ketchum

Ok. Thanks for immediate attention. Regarding link you provided, reproduction steps and other statements are either provided in post or simple. From the other hand, I think it would help you if I send whole project via email for example.
PS. This issue prevents my team from working so its rather urgent.

Here is also crash output from Visual Studio visual studio crash log

Hi Xter -

I only need to see your Haunt.cpp file. It looks like from your logs that a circular dependency has been created whether via trying to create something from something which has not been substantiated yet or via not passing in the correct information to a creation object.

If you can please post the cpp file here, or if you want to keep it private you can message me via the Unreal Engine Forums.

Thank You

Eric Ketchum

Here are Haunt.cpp and Haunt.h files: http://www.sendspace.com/filegroup/mebdyPL5LvpEJoKy1vjTHw

Hi Xter -

Try changing the following code in Haunt.cpp from this:

AHaunt::AHaunt()
{
	PrimaryActorTick.bCanEverTick = true;

	static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshOb_AW2(TEXT("StaticMesh'/Game/UMG/StartMenu_CharacterCreation/StarterContent/Shapes/ShapeCylinder'"));

	AssetSM_mControl = StaticMeshOb_AW2.Object;
	
	FObjectInitializer ObjectInitializer;

	mControl = ObjectInitializer.CreateDefaultSubobject < UStaticMeshComponent >(this, TEXT("MyDynamicControl"));

	//Mesh setting
	mControl->SetStaticMesh(AssetSM_mControl);

	SetupStaticMeshWithCollision(mControl);

	mControl->AttachParent = RootComponent;
	mControl->AttachSocketName = "mControl";

}

to this:

AHaunt::AHaunt()
{
	PrimaryActorTick.bCanEverTick = true;

	static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshOb_AW2(TEXT("StaticMesh'/Game/UMG/StartMenu_CharacterCreation/StarterContent/Shapes/ShapeCylinder'"));

	AssetSM_mControl = StaticMeshOb_AW2.Object;

	mControl = CreateDefaultSubobject < UStaticMeshComponent >(TEXT("MyDynamicControl"));

	//Mesh setting
	mControl->SetStaticMesh(AssetSM_mControl);

	SetupStaticMeshWithCollision(mControl);

	mControl->AttachParent = RootComponent;
	mControl->AttachSocketName = "mControl";

}

Also I am not sure where your Socket is being established, but you should also try commenting the mControl->AttachSocketName = “mcontrol” out.

With all of this make sure you are recompile the project before you attempt to open it.
Let me know -

Eric Ketchum

You rock! It works perfectly. Could you explain why using ObjectInitializer caused crashes?

Hi Xter -

To sum it up, the Object Initializer is actually created by default and by creating another in your code was causing a conflict. The crash had the FObjectInitializer being destroyed and then your AHaunt() function was being called which recreates another. Typically we do not explicitly use Object Initializer in the way you have done in your code.

Thank You

Eric Ketchum