Summary
Was just adding 3d models from fab and changing material textures and it just crashed. Noted it had been crashing here and there before so i changed autosave to every 5 minutes instead of every 15
What Type of Bug are you experiencing?
Level Design & Art Tools
Steps to Reproduce
Was just adding 3d models from fab and changing material textures and it just crashed. Noted it had been crashing here and there before so i changed autosave to every 5 minutes instead of every 15
Expected Result
Did nothing special or more complex than usual adding 3d models from fab.
Observed Result
crashed unexpectantly
Affects Versions
5.8
Platform(s)
Windows
For crash reports, include your callstack
LoginId:b6e64555486be251aa8e1986fbbf92dd
EpicAccountId:d3074012111049b58ebb357f91ebddde
Assertion failed: Header.Len != 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 2428]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:797]
UnrealEditor_Core!EqualsSameDimensions<0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:248]
UnrealEditor_Core!FNamePoolShard<0>::Find() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:1378]
UnrealEditor_Core!FNamePool::Store() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:1883]
UnrealEditor_Core!FNameHelper::FindOrStoreString() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3294]
UnrealEditor_Core!FName::FName() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3484]
UnrealEditor_AssetRegistry!FPackageReader::SerializeNameMap() [D:\build++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\PackageReader.cpp:1214]
UnrealEditor_AssetRegistry!FPackageReader::ReadAssetRegistryData() [D:\build++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\PackageReader.cpp:723]
UnrealEditor_AssetRegistry!FAssetDataGatherer::ReadAssetFile() [D:\build++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetDataGatherer.cpp:5140]
UnrealEditor_AssetRegistry!UE::AssetDataGather::Private::FFileReadScheduler::ProcessReadContexts() [D:\build++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetDataGatherer.cpp:6477]
UnrealEditor_AssetRegistry!UE::Tasks::Private::TExecutableTaskBase<UE::AssetDataGather::Private::FFileReadScheduler::ScheduleDirectory'::17’::<lambda_1>,void,void>::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:876]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:524]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::TryRetractAndExecute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Tasks\TaskPrivate.cpp:159]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::WaitImpl() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Tasks\TaskPrivate.cpp:255]
UnrealEditor_Core!UE::Tasks::Private::FTaskBase::Wait() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Tasks\TaskPrivate.cpp:219]
UnrealEditor_AssetRegistry!UE::Tasks::TaskConcurrencyLimiter_Private::FPimpl::Push<UE::AssetDataGather::Private::FFileReadScheduler::ScheduleDirectory’::24'::<lambda_2> >'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskConcurrencyLimiter.h:153]
UnrealEditor_AssetRegistry!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::TaskConcurrencyLimiter_Private::FPimpl::Push<UE::AssetDataGather::Private::FFileReadScheduler::Schedu() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:236] UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:623] UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:425] UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:802] UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker’::`2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:223]
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:167]