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]