Crash when opening Old West Learning

I’m getting this when I’m trying to open Old West Learning in UE 5.3. I tried even a clean project, downloaded it again, and verified UE installation. I tried also to clean the Windows 11 installation. I have RTX 4090 of Gigybyte Z790 Master MB.

Opening this project often causes also BSOD or windows to freeze.

It usually opens the editor and starts loading some content and fails then.

It is not the only project where I have some issues, but definitely one of the biggest ones.
It is impossible to open it.

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

0x00007fff61a5d880 UnrealEditor-NaniteBuilder.dll!libmetis__CreateCoarseGraphNoMask() []
0x00007fff61a5f553 UnrealEditor-NaniteBuilder.dll!libmetis__Match_SHEM() []
0x00007fff61a5cc64 UnrealEditor-NaniteBuilder.dll!libmetis__CoarsenGraph() []
0x00007fff61a5447b UnrealEditor-NaniteBuilder.dll!libmetis__MultilevelBisect() []
0x00007fff61a541ca UnrealEditor-NaniteBuilder.dll!libmetis__MlevelRecursiveBisection() []
0x00007fff61a5400b UnrealEditor-NaniteBuilder.dll!METIS_PartGraphRecursive() []
0x00007fff61a266b2 UnrealEditor-NaniteBuilder.dll!FGraphPartitioner::BisectGraph() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
0x00007fff61a027c8 UnrealEditor-NaniteBuilder.dll!`FGraphPartitioner::PartitionStrict'::`8'::<lambda_1>::operator()<TYCombinator<`FGraphPartitioner::PartitionStrict'::`8'::<lambda_1> > >() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:305]
0x00007fff61a0286e UnrealEditor-NaniteBuilder.dll!`FGraphPartitioner::PartitionStrict'::`8'::<lambda_1>::operator()<TYCombinator<`FGraphPartitioner::PartitionStrict'::`8'::<lambda_1> > >() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:321]
0x00007fff61a0286e UnrealEditor-NaniteBuilder.dll!`FGraphPartitioner::PartitionStrict'::`8'::<lambda_1>::operator()<TYCombinator<`FGraphPartitioner::PartitionStrict'::`8'::<lambda_1> > >() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:321]
0x00007fff61a33239 UnrealEditor-NaniteBuilder.dll!UE::Core::Private::Function::TFunctionRefCaller<TYCombinator<`FGraphPartitioner::PartitionStrict'::`8'::<lambda_1> >,void __cdecl(FGraphPartitioner::FGraphData *)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
0x00007fff61a1f560 UnrealEditor-NaniteBuilder.dll!`TLocalWorkQueue<FGraphPartitioner::FGraphData>::AddWorkers'::`18'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\LocalWorkQueue.h:119]
0x00007fff61a33634 UnrealEditor-NaniteBuilder.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`TLocalWorkQueue<FGraphPartitioner::FGraphData>::AddWorkers'::`18'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
0x00007fff888a8cd5 UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
0x00007fff888a8bbc UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
0x00007fff888880e2 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
0x00007fff888d08c2 UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
0x00007fff88898b60 UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
0x00007fff88a7f773 UnrealEditor-Core.dll!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
0x00007fff88eb4e32 UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
0x00007fff88ea8667 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
0x00007ff89a91257d KERNEL32.DLL!UnknownFunction []

Crash in runnable thread Background Worker #12

For example, Hildside sample failing on this.
But for example, ElectricDreamsEnv works perfectly.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000094d7b6a0

UnrealEditor_MeshUtilitiesCommon!FLayoutUV::FChartFinder::FindCharts() [D:\build\++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\LayoutUV.cpp:131]
UnrealEditor_MeshUtilitiesCommon!FLayoutUV::FindCharts() [D:\build\++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\LayoutUV.cpp:91]
UnrealEditor_StaticMeshDescription!FStaticMeshOperations::CreateLightMapUVLayout() [D:\build\++UE5\Sync\Engine\Source\Runtime\StaticMeshDescription\Private\StaticMeshOperations.cpp:1989]
UnrealEditor_MeshBuilder!FMeshDescriptionHelper::SetupRenderMeshDescription() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshDescriptionHelper.cpp:104]
UnrealEditor_MeshBuilder!BuildNanite() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:164]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:436]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:50]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3110]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5450]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6161]
UnrealEditor_Engine!FAsyncTask<FStaticMeshAsyncBuildWorker>::DoTaskWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

But for example