Crash without error now Project cant load?

I was testing a super-simple blueprint, changed a boolean and UE4 just shutdown.
Now the project can not be opened at all. Ive tried removing the new BP assets but it makes no difference.
Any clues?

Have started to notice chunks of code becoming corrupted or just deleted from within blueprints for no apparent reason. Im still using 4.4, so perhaps this has been resolved in later releases… if so ignore this.

Log file open, 01/24/15 20:57:56
LogInit:Display: Running engine for game: ShooterGame
LogInit: Version: 4.4.3-2296771+++depot+UE4-Releases+4.4
LogInit: API Version: 2255576
LogInit: Compiled (64-bit): Sep 13 2014 22:30:58
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.4
LogInit: Command line:
LogInit: Base directory: G:/PROGRAM/Unreal Engine/4.4/Engine/Binaries/Win64/
LogInit: Rocket: 1
[2015.01.24-19.57.56:259][ 0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[2015.01.24-19.57.56:304][ 0]LogOnline:Warning: STEAM: Steam DLLs not present or failed to load!
[2015.01.24-19.57.56:304][ 0]LogOnline:Warning: Unable to load default OnlineSubsystem module Steam, using NULL interface
[2015.01.24-19.57.56:326][ 0]LogOnline:Verbose: NULL: Created thread (ID:8216).
[2015.01.24-19.57.56:337][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2015.01.24-19.57.56:351][ 0]LogVoice:Warning: Failed to initialize voice interface
[2015.01.24-19.57.56:363][ 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.01.24-19.57.56:371][ 0]LogInit: Object subsystem initialized
[2015.01.24-19.57.56:373][ 0]LogInit: Selected Device Profile: [Windows]
[2015.01.24-19.57.56:373][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2015.01.24-19.57.56:377][ 0]LogInit: Computer: DOZER_XTR3ME
[2015.01.24-19.57.56:377][ 0]LogInit: User: Fox
[2015.01.24-19.57.56:378][ 0]LogInit: CPU Page size=4096, Cores=4
[2015.01.24-19.57.56:378][ 0]LogInit: High frequency timer resolution =3.535156 MHz
[2015.01.24-19.57.56:378][ 0]LogMemory: Memory total: Physical=6.0GB (6GB approx) Virtual=8192.0GB
[2015.01.24-19.57.56:378][ 0]LogMemory: Platform Memory Stats for Windows
[2015.01.24-19.57.56:378][ 0]LogMemory: Process Physical Memory: 66.39 MB used, 66.39 MB peak
[2015.01.24-19.57.56:378][ 0]LogMemory: Process Virtual Memory: 41.90 MB used, 45.75 MB peak
[2015.01.24-19.57.56:378][ 0]LogMemory: Physical Memory: 2328.71 MB used, 6135.11 MB total
[2015.01.24-19.57.56:378][ 0]LogMemory: Virtual Memory: 271.93 MB used, 8388608.00 MB total
[2015.01.24-19.57.56:404][ 0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 560 Ti (Feature Level 11_0)
[2015.01.24-19.57.56:404][ 0]LogD3D11RHI: Adapter has 977MB of dedicated video memory, 0MB of dedicated system memory, and 2811MB of shared system memory, 1 output[s]
[2015.01.24-19.57.56:404][ 0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.01.24-19.57.56:408][ 0]LogRHI: Texture pool is 684 MB (70% of 977 MB)
[2015.01.24-19.57.56:418][ 0]LogD3D11RHI: Async texture creation enabled
[2015.01.24-19.57.56:463][ 0]LogTextLocalizationManager:Warning: The selected culture ‘sv_SE’ is not available; falling back to ‘en’
[2015.01.24-19.57.56:525][ 0]LogContentStreaming: Texture pool size is 0.000000MB
[2015.01.24-19.57.58:821][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.01.24-19.57.59:200][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.01.24-19.57.59:259][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2015.01.24-19.57.59:318][ 0]LogDerivedDataCache: Loaded boot cache 0.06s 71MB C:/Users/Fox/AppData/Local/UnrealEngine/4.4/DerivedDataCache/Boot.ddc.
[2015.01.24-19.57.59:318][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Fox/AppData/Local/UnrealEngine/4.4/DerivedDataCache/Boot.ddc
[2015.01.24-19.57.59:335][ 0]LogDerivedDataCache:Display: Pak cache opened for reading C:/Users/Fox/Documents/Unreal Projects/ShooterGame/DerivedDataCache/DDC.ddp.
[2015.01.24-19.57.59:350][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/DDC.ddp.
[2015.01.24-19.57.59:361][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/Fox/AppData/Local/UnrealEngine/4.4/DerivedDataCache: Writable
[2015.01.24-19.57.59:520][ 0]LogMeshUtilities: No automatic mesh reduction module available
[2015.01.24-19.57.59:520][ 0]LogMeshUtilities: No automatic mesh merging module available
[2015.01.24-19.58.00:599][ 0]LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FMonitoredProcess///Thread_1c7c_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FMonitoredProcess///Thread_20a4_0///////STATCAT_Advanced////
[2015.01.24-19.58.00:599][ 0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2015.01.24-19.58.00:772][ 0]LogLinker:Warning: Asset ‘C:/Users/Fox/Documents/Unreal Projects/ShooterGame/Content/Sounds/SoundClassesAndMixes/Master.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.01.24-19.58.00:772][ 0]LogLinker:Warning: Asset ‘C:/Users/Fox/Documents/Unreal Projects/ShooterGame/Content/Sounds/SoundClassesAndMixes/UI.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.01.24-19.58.00:773][ 0]LogLinker:Warning: Asset ‘C:/Users/Fox/Documents/Unreal Projects/ShooterGame/Content/Sounds/SoundClassesAndMixes/UIControllerSounds.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.01.24-19.58.00:809][ 0]LogLinker:Warning: CreateExport: Failed to load Super for Function /Game/Characters/HeroFPP/HeroFPP_AnimationBlueprint.HeroFPP_AnimationBlueprint_C:KismetUpdateAnimation; removing super information, but keeping function
[2015.01.24-19.58.01:023][ 0]LogLinker:Warning: CreateExport: Failed to load Super for Function /Game/Characters/HeroTPP/HeroTPP_AnimBlueprint.HeroTPP_AnimBlueprint_C:KismetUpdateAnimation; removing super information, but keeping function
[2015.01.24-19.58.02:138][ 0]LogAssetRegistry: FAssetRegistry took 0.0098 seconds to start up
[2015.01.24-19.58.02:623][ 0]LogWindows:Error: appError called: Assertion failed: InPos<=Bytes.Num() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.4\Engine\Source\Runtime\Core\Public\Serialization\Archive.h] [Line: 171]

Stack:
Address = 0xee285216 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xee108615 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xe129ec8e (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xe129f735 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xe1292cdc (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xe129c317 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xee282ca6 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xee27c26d (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x76d8652d (filename not found) [in C:\Windows\system32\kernel32.dll]
Address = 0x76ebc521 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
Address = 0x76ebc521 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]

[2015.01.24-19.58.02:623][ 0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2015.01.24-19.58.02:623][ 0]LogThreadingWindows:Error: Runnable thread FAssetDataGatherer crashed.
[2015.01.24-19.58.02:623][ 0]LogWindows: === Critical error: ===

[2015.01.24-19.58.02:623][ 0]LogWindows: Assertion failed: InPos<=Bytes.Num() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.4\Engine\Source\Runtime\Core\Public\Serialization\Archive.h] [Line: 171]

Stack:
Address = 0xee285216 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xee108615 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xe129ec8e (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xe129f735 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xe1292cdc (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xe129c317 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-AssetRegistry.dll]
Address = 0xee282ca6 (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0xee27c26d (filename not found) [in G:\PROGRAM\Unreal Engine\4.4\Engine\Binaries\Win64\UE4Editor-Core.dll]
Address = 0x76d8652d (filename not found) [in C:\Windows\system32\kernel32.dll]
Address = 0x76ebc521 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
Address = 0x76ebc521 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]

Crash in runnable thread FAssetDataGatherer
[2015.01.24-19.58.02:623][ 0]LogExit: Executing StaticShutdownAfterError
[2015.01.24-19.58.02:623][ 0]LogWindows:Error: Error reentered: Runnable thread FAssetDataGatherer crashed.
[2015.01.24-19.58.02:623][ 0]LogWindows:Error: HandleError re-entered.
[2015.01.24-19.58.02:623][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2015.01.24-19.58.02:623][ 0]Log file closed, 01/24/15 20:58:02

Hi MADHOUSE,

Can you show me a screenshot of the blueprint you are using? I might be able to see what is going on.

Hi. I dont have it saved, but I just restored from my backup and there where no more issues. The levelbp checked 1 actor for a bool state basiclly. You can mark as solved or I can delete my post, since i believe this was a system error with my windows install and specificly the paging file that caused it to crash, probably corrupting some of the project files along the way.

I am now using UE4 on a SSD drive instead with a fresh windows install, with so-far no issues!

Hi MADHOUSE,

I am happy to hear you are no longer experiencing this crash. I will mark this as answered for now, if you end up experiencing the same error, please comment with the updated information. Thank you!