Crash when trying to zoom in/out in orthographic view.

Hi,

when I enter ortographic mode the viewport turns blue and if I try to zoom in or out it crashes. Entering ortographic mode does not crash it but trying to zoom in and out does.

It all started one day out of nowhere. I cannot remember doing anything special that would make this error appear, although in other points of the development of this game I had run into several problems.

Assertion failed: IntFitsIn<OutType>(In) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\UnrealTemplate.h] [Line: 163] Loss of data caused by narrowing conversion

UnrealEditor_Renderer!FSceneRenderer::AddViewDependentWholeSceneShadowsForView() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp:5198]
UnrealEditor_Renderer!FSceneRenderer::CreateDynamicShadows() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp:5786]
UnrealEditor_Renderer!FGatherShadowPrimitivesPrepareTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp:4724]
UnrealEditor_Renderer!TGraphTask<FGatherShadowPrimitivesPrepareTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<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:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueLocal,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]

What nobody knows anything about this? Epic devs what the ■■■■ are you doing? Every step I take forward in UE, I have to go back a hundred because of bugs. I can’t finish one project because I have to constantly migrate everything into a new project to bypass bugs, and sometimes not even that works.

One week later still nothing? I have started a new project and after a couple days the same thing happens. What am I supposed to do?