Crashed and wont open without crashing GAIN

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]