Crash opening a blank project after adding it to P4

I’ve created a brand new Blank Project that doesn’t use the Starter Content or any of the template packs.

Prior to adding this Blank Project to P4 I can open it just fun. But the moment I add it to P4 and then try to open it, from the Launcher’s Library, the editor will crash around 90% into loading and give the following error

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

Assertion failed: Ar [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Editor\UnrealEd\Private\AutoReimport\FileCache.cpp] [Line: 188]

KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_UnrealEd!FFileCache::WriteCache() + 131 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\filecache.cpp:190]
UE4Editor_UnrealEd!FAutoReimportManager::Idle() + 308 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:422]
UE4Editor_UnrealEd!::operator()() + 25 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:219]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefCaller<,TOptional cdecl(FTimeLimit const & ptr64)>::Call() + 31 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\templates\function.h:188]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefBase cdecl(FTimeLimit const & ptr64)>::operator()() + 46 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\templates\function.h:225]
UE4Editor_UnrealEd!FStateMachine::Tick() + 303 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:51]
UE4Editor_UnrealEd!FAutoReimportManager::Tick() + 112 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:478]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() + 164 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 1635 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1110]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hi - this is an issue that we’ve fixed for the upcoming 4.7.3 release, which should be out soon.

In the meantime you can work around it by disabling the auto content reimporter. You can do this by adding the following lines to your EditorUserSettings.ini file located in GameName/Saved/Config//EditorUserSettings.ini:

[/Script/UnrealEd.EditorLoadingSavingSettings]
bMonitorContentDirectories=False

Let us know if this is still a problem