Crash when open a 4.8 project

I having this crash when i try to open a 4.7.6 → 4.8 migrated project

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

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678]
Arr

KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_BlueprintGraph!UK2Node::ExpandSplitPin() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\blueprintgraph\private\k2node.cpp:687]
UE4Editor_BlueprintGraph!UK2Node::ExpandNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\blueprintgraph\private\k2node.cpp:712]
UE4Editor_BlueprintGraph!UK2Node_VariableGet::ExpandNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\blueprintgraph\private\k2node_variableget.cpp:386]
UE4Editor_KismetCompiler!FKismetCompilerContext::ExpansionStep() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2535]
UE4Editor_KismetCompiler!FKismetCompilerContext::ProcessOneFunctionGraph() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3043]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateFunctionList() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3132]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3371]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:99]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:155]
UE4Editor_UnrealEd!FKismetEditorUtilities::GenerateBlueprintSkeleton() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:893]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RegenerateBlueprintClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:1412]
UE4Editor_CoreUObject!FLinkerLoad::RegenerateBlueprintClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:332]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:1140]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3098]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3698]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3882]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3413]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3882]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3413]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3882]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3413]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2581]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2689]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:997]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2274]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2037]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2322]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2037]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1827]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1737]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:627]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:371]
UE4Editor_CoreUObject!GetPackageLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linker.cpp:558]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:931]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2274]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2037]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2322]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2037]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1827]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1737]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:627]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:371]
UE4Editor_CoreUObject!GetPackageLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linker.cpp:558]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:931]
UE4Editor_CoreUObject!ResolveName() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:677]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:764]
UE4Editor_CoreUObject!StaticLoadObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:826]
UE4Editor_CoreUObject!StaticLoadClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:851]
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:706]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:797]
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]

On 4.7.6 work just fine.

EDIT:

Ok, i manage to compile and open the editor. Now i cant open any blueprint. When i attempt to open one:

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

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] 
Ar

KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_BlueprintGraph!UK2Node::ExpandSplitPin() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\blueprintgraph\private\k2node.cpp:687]
UE4Editor_BlueprintGraph!UK2Node::ExpandNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\blueprintgraph\private\k2node.cpp:712]
UE4Editor_BlueprintGraph!UK2Node_VariableGet::ExpandNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\blueprintgraph\private\k2node_variableget.cpp:386]
UE4Editor_KismetCompiler!FKismetCompilerContext::ExpansionStep() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2535]
UE4Editor_KismetCompiler!FKismetCompilerContext::ProcessOneFunctionGraph() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3043]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateFunctionList() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3132]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3371]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:99]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:155]
UE4Editor_UnrealEd!FKismetEditorUtilities::GenerateBlueprintSkeleton() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:893]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RegenerateBlueprintClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:1412]
UE4Editor_CoreUObject!FLinkerLoad::RegenerateBlueprintClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:332]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:1140]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3098]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3698]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3882]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3413]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3882]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3413]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3882]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3413]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2581]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2689]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:997]
UE4Editor_CoreUObject!ResolveName() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:677]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:764]
UE4Editor_CoreUObject!StaticLoadObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:826]
UE4Editor_Kismet!FBlueprintEditor::LoadLibrariesFromAssetRegistry() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:1512]
UE4Editor_Kismet!FBlueprintEditor::CommonInitialization() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:1434]
UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditor.cpp:1580]
UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\blueprinteditormodule.cpp:152]
UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\developer\assettools\private\assettypeactions\assettypeactions_blueprint.cpp:78]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:303]
UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\developer\assettools\public\assettypeactions_base.h:37]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1603]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper __cdecl(TArray const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\contentbrowser\private\sassetview.cpp:3222]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper __cdecl(TSharedPtr)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!TBaseDelegate >::ExecuteIfBound() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:519]
UE4Editor_ContentBrowser!SListView >::Private_OnItemDoubleClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\public\widgets\views\slistview.h:689]
UE4Editor_ContentBrowser!STableRow >::OnMouseButtonDoubleClick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\public\widgets\views\stablerow.h:252]
UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4101]
UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4102]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4082]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1348]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2319]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
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]

I am frustrated trying to solve this.
On the other hand the error message dontnt help me too much (I’m not really an expert cpp developer)

hope someone can help.

Hey

Here are my suggestions to help resolve the issue you’re currently running in to:

Open SwarmAgent.exe (Unreal Engine > [Engine Version] > Engine > Binaries > DotNET )

When you double click this it will place an icon in your task manager. Open that. Go to the CACHE drop down in the menu bar. Click CLEAN and then VALIDATE.

Also, Go to this folder location (may be a hidden folder on your computer so you’ll need rectify that before you can see it) C: > Users > [ Computer Name ] > AppData > Local > UnrealEngine >

Delete everything in this folder. Make sure to have the editor closed otherwise some errors will be thrown that you cannot delete files.

If this does not work for you, please reply back with the new error attached as a .txt file and I’ll be more than happy to investigate this further.

Have a great day!

I did all what you said with the converted 4.8 project, but i’m having the same Crash.

then

I did all what you said and then converted my 4.7.6 project to a 4.8 project, but im having the same crash.

Then

I created a NEW blueprint, just inheriting from Actor and trying to open it, but i am having the same crash.

then

I created a new 4.8 project, and for this new project this all works just fine

note: My project 4.7.6 works just fine

At this point i dont know how to solve this, and im afraid that my 4.7.6 project will die with that version.
What afraid me a lot more is how to know when another project will break again,

It does not give me confidence to invest time without knowing how to solve these problems. Honestly I do not have too many tools to fix it and I had few answers.

Thank you very much for your assistance and apologize for my English.

regards

Hey

Do you have anything c++/code related in your project? If there is any coding in the project, please try to copy the project into a new project, exclude all of the code down to the bare minimum (literally no functions or variables) and then please check and see if your project still crashes after that.

Looking forward to hearing back from you, thanks! :slight_smile:

Thanks for your response, ok I will do this later today, but probably it will be the same case as:

“I created a new 4.8 project, and for this new project this all works just fine”

I am trying to think a scenario where doing what you are saying involves a lot of re-work. The ideal situation is that the version migration works as it is meant to work.
i will do what you said and come back with comments.
Thanks again

Hey

Let me know once you’ve worked through these scenarios. I’d like to know what the outcome is so that we can investigate this issue further for you.

Thanks! :slight_smile:

I’m having the same problem.
Tried migrating all content to a C+±less project, in which it works fine (on 4.7.6).
Migrating to 4.8 triggers a crash at project load with:
Unknown exception - code 00000001 (first/second not available)

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] Array index out of bounds

Full crash report data: MachineId:F0A46694449F6A0D13D5209785FCB2DCEpicAccountId:e5e6ab26dfb94eeb8400b7 - Pastebin.com

Debugging steps tried:

Everything results in the same error.

Thanks for the info aureon, i haven’t time on the past days to invest on this, probably this night.

Migrated all non-code content to a blank blueprint project, working successfully, then tried to upgrade the migrated blank to 4.8

are you saying that with all non-code content are you having the same issue?
problem with my project is that practically all is related to cpp.

I think this will end up starting a new 4.8 project and create everything again. My project is relatively small, so that is not a problem ( few wasted days). The problem is when the project grows up.
I just don’t feel confidence now.

This project is substantially full-blueprint, with some CPP functionalities that i could disable easily. So, yes. A fully working zero-CPP project is having the same issue.

Hey,

Thank you for all of the information that you have provided. We may need some additional information, so go ahead and continue to provide it to us as you can, based on what was previously asked for, or may be asked for in the future. We went ahead and put in a report for this crash though, which can be referenced as: UE-17326.

Please feel free to follow up with us regarding this report, and with any additional information. Have a wonderful day! :slight_smile:

aureon just in case, are you using some assets from the marketspace?
Advanced Laser, Energy, & Bullet Decal System for example?

A teammate has bought a pack (Some medioeval envi), but as far as we know, we’re not using that at all. May have imported some materials, but i doubt even that.

Tried on another machine, same error.

Ok i found what was causing the problem, it is the asset Advanced Laser, Energy, & Bullet Decal System, in this thread

(post 55)

said he/they will fix the problem.
However i think that the Bug exist and should be fixed.

EDIT:
adding some more information:

in post 58 :

I reported 2 engine bugs while making the fix.

"I have submitted the update to Epic to push it out. Thanks for everyone’s patience. It was a difficult one to figure out.

The root cause basically was don’t use split structs in your blueprint
nodes."

Here are the reference to bugs reports: 4.8 Blueprint Editor Crash Bug! - Blueprint - Epic Developer Community Forums

thanks, i found what was causing the problem.

Same error on 4.8.1.

Doesn’t seem to vary much since 4.8.
Best of luck fixing - i’m up for any debugging \ testing to get a repro if you need it.

Hey Aureon,

Could you please provide me with the new from 4.8.1?

Thank you!

Hi, i dont know if you saw this thread:
Advanced Laser, Energy, & Bullet Decal System - Marketplace - Unreal Engine Forums (post 55)

in post 58 :

I reported 2 engine bugs while making the fix.

"I have submitted the update to Epic to push it out. Thanks for everyone’s patience. It was a difficult one to figure out. The root cause basically was don’t use split structs in your blueprint nodes."

Do you have any split stucts in your blueprints?

Here are the reference to bugs reports:

Uh, i have… a lot of those. This project is entirely blueprint. I think i have hundreds of split structs.
I’ll do a check later tonight to see if it’s just an issue in function libraries or ANY blueprint, if it’s the second, wait for next version it is for me.
Still, really, really thanks for the heads up!