crashed and wont open without crashing

Summary

project wont open again without crashing

What Type of Bug are you experiencing?

AI

Steps to Reproduce

changed my autosave from 15 mins to 5 mins. was just adding 3d models from fab

Expected Result

did nothing new should have opened at least after crashing

Observed Result

crashed and wont open again without crashing. usually crashes before opening the level

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_AssetRegistry!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:524]
UnrealEditor_AssetRegistry!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::15’::<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: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]

Hello there @501MAXX!

Checking through your log, the crash happens while UE scans your project’s files on startup, before opening the level. It’s reading the data inside one of your assets, and finding something broken in it. That’s why the project crashes every time, the editor keeps hitting that same damaged file, or it’s finding stale data.

Since this started while you were adding models from Fab, the most likely culprit is one of those new assets, or a file that was being saved when the editor crashed.

Now, before doing any changes, make a backup copy of your whole project folder. Then, start with fully clearing your project’s cache, to get rid of any stale data that could be causing this. Go to your project’s main directory, and delete folders Saved, Intermediate, and DerivedDataCache. After that, re-open the project, and check if the crash remains.

If so, we need to find the damaged file. Start by checking the most recent files. Open your project’s Content folder in Explorer, search for “.uasset”, and sort the results by “Date modified”. Look at the files changed around the time of the crash, especially the ones you added from Fab. Also, look foy any files showing zero content (size at 0 kb), and clear them out.

You can also move any suspicious from your main folder, and put them away to test the project again. By process of elimination, you will end up findingh the faulty file.