Crashing due to some mesh issue.

Hello, I am working on an Architectural Project. It’s my first time, I might not know the basic things of how unreal engine works or responds to my project needs. So I am following a tutorial, which made me convert 90% of my meshes to nanite, I was working on DirectX 11 and changed it to DirectX 12. When I reopen my project, some of the meshes do not load and I get these errors in the message log.

Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/B/8J/FL1B4GHD6P8KE8D3W8LB3T’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
The summary for the package ‘/Game/Megascans/Surfaces/Arabescato_Marble_Brick_Tiles_uismcjsl/MI_Arabescato_Marble_Brick_Tiles_uismcjsl_4K_Inst2_Inst’ is invalid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/6/2W/TZUJVLB2X1WSTMLTFTASM6’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/6/LS/KQPVRFB07UX9OW1ALYZVZ6’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/C/FY/5MFF5GGLX8XFBNWLXLH53G’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/MainProject/HouseMesh/HouseDesignMapNew_House001_pasted__polySurface48_005’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/2/1L/VMAFI6K5RAPR81CFOUFOFY’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
The summary for the package ‘/Game/Megascans/Surfaces/Terracotta_Marble_qkrjm1p0/MI_Terracotta_Marble_qkrjm1p0_4K2_Inst’ is invalid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/MainProject/HouseMesh/HouseDesignMapNew_House001_pasted__polySurface48_006’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/0/IE/NDD5TVEG4TJ6999V9W9OC1’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/1/XV/T3LF21QWQ0Z49KYLPWSG70’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/ExternalActors/HouseDesignMapNew/B/3W/S4LLBU1D5S36SZYKY2NLYV’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
Unable to load package ‘/Game/MainProject/HouseMesh/HouseDesignMapNew_House001_pasted__polySurface48’. The end of package tag is not valid. Check that the file is of the expected type and not corrupted.
The summary for the package ‘/Game/MainProject/HouseMesh/HouseDesignMapNew_House001_pasted__polySurface48_002’ is invalid. Check that the file is of the expected type and not corrupted.

I tried to locate these meshes and It crashed. No idea how to solve this, so I restarted the project again but this time tried exporting and reimporting it in the default map instead of loading my main project map. But just as I scroll down in the content browser looking for the affected meshes it crashes again, and this is the crash report.

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\Array.cpp] [Line: 8] Trying to resize TArray to an invalid size of 3252397215

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

No Idea how to solve this. I don’t know what TArray is. I just hope someone helps me with this.

Hey there @Rk_Russel! Welcome to the community! So it looks like some actors in your level may have been corrupted, though let’s try a couple things and if it helps we might be able to save them.

First step, back up your project.

Try swapping back down to DX11 (this will disable the nanite meshes but show their fallback for the moment), does this allow you to load the map without crashing?

Close the project, delete both saved and intermediate folders and regenerate them by opening the project.

I tried what you suggested, and the affected mesh still did not load after going back to DirectX11. After I Delete the Saved and Intermediate files, it starts with a crash report.

Assertion failed: Header.Len != 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 2196]

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_AssetRegistry
UnrealEditor_AssetRegistry
UnrealEditor_AssetRegistry
UnrealEditor_AssetRegistry
UnrealEditor_AssetRegistry
UnrealEditor_AssetRegistry
UnrealEditor_AssetRegistry
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Ahhh this error itself is a bit closer to specific, so this can happen when a file in the structure has too long of a name and goes over the path limit or has illegal characters. Moving the project to a shorter full path may help, but usually users with this error tend to just delete the offending files outside of the engine (in your file system) and replace them later.

Yes, I did what you suggested, Honestly, they were just simple cubes, I just wanted to know why the issue occurred because I was more worried about the same thing happening again going forward, with a more complex mesh.

Thanks a lot, it was really helpful.

I’m glad the fix worked! In cases where this issue rears it’s head, it can be caused by many different possibilities. I often see it most in upgraded or migrated projects however. Sometimes wiping caches or changing asset IDs can save it, but most of the time the silver bullet is to toss the assets causing the issue and replace them if possible.

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