Deleting or renaming objects causes constant crashes

Often after deleting or renaming an object in a content browser or a viewport Unreal starts to crash constantly afterwards. I’m literally afraid to do that now. But because i’m constantly importing objects and textures from Modo i have bunch of duplicated objects like box01, box02 etc. I ended up moving them into separate folder but that is not the best solution.
Can someone recommend me any solution?

here is a crash log:

LoginId:4e7e943d984c01cc6b54a7bac9602792
EpicAccountId:23c368d358394afc95d077c965ed942c

Fatal error: [File:/Users/build/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2334] Objects have the same fully qualified name but different paths. New Object: Texture2D /Game/SceneProtocol/Textures/8df7eee43b57aff048ff5113da8c3b98.wood_a_Image Existing Object: ObjectRedirector /Game/SceneProtocol/Textures/8df7eee43b57aff048ff5113da8c3b98.wood_a_Image

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x1050dc347 (filename not found) [in UE4Editor-Core.dylib]
FMacErrorOutputDevice::Serialize(char16_t const*, ELogVerbosity::Type, FName const&) Address = 0x10523fd40 (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::LogfImpl(char16_t const*, …) Address = 0x10533eaa9 (filename not found) [in UE4Editor-Core.dylib]
StaticAllocateObject(UClass const*, UObject*, FName, EObjectFlags, EInternalObjectFlags, bool, bool*) Address = 0x106d5c197 (filename not found) [in UE4Editor-CoreUObject.dylib]
StaticConstructObject_Internal(UClass const*, UObject*, FName, EObjectFlags, EInternalObjectFlags, UObject*, bool, FObjectInstancingGraph*, bool) Address = 0x106d58f0e (filename not found) [in UE4Editor-CoreUObject.dylib]
FImageUtils::CreateTexture2D(int, int, TArray<FColor, TSizedDefaultAllocator<32> > const&, UObject*, FString const&, EObjectFlags const&, FCreateTexture2DParameters const&) Address = 0x107c92051 (filename not found) [in UE4Editor-Engine.dylib]
(anonymous namespace)::TextureHandler::create(SceneProtocol::NetworkBridge::BridgeProtocol::IPackage*, SceneTransmissionProtocol::Client::Response const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&) Address = 0x1844ce269 (filename not found) [in UE4Editor-SceneProtocol.dylib]
SceneProtocol::NetworkBridge::Unreal::AssetFactory::createAndRegisterItemPackage(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, SceneTransmissionProtocol::Client::Response const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&, char const*, SceneProtocol::NetworkBridge::Unreal::AssetHandlerFactory) Address = 0x1844ab146 (filename not found) [in UE4Editor-SceneProtocol.dylib]
SceneProtocol::NetworkBridge::Unreal::AssetFactory::createTexture(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, SceneTransmissionProtocol::Client::Response const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >&) Address = 0x1844ac887 (filename not found) [in UE4Editor-SceneProtocol.dylib]
SceneProtocol::NetworkBridge::Unreal::NodeHandlerManager::poll() Address = 0x1844bcd0f (filename not found) [in UE4Editor-SceneProtocol.dylib]
SceneProtocol::NetworkBridge::Unreal::SceneProtocolModule::Tick(float) Address = 0x1844bfde4 (filename not found) [in UE4Editor-SceneProtocol.dylib]
FTicker::Tick(float) Address = 0x10508d628 (filename not found) [in UE4Editor-Core.dylib]
FEngineLoop::Tick() Address = 0x104d18897 (filename not found) [in UE4Editor]
GuardedMain(char16_t const*) Address = 0x104d2073f (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x104d3a87f (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10523ef41 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff4d48ea18 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff735d6661 (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff735d650d (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff735d5bf9 (filename not found) [in libsystem_pthread.dylib]

Hi fleewortep,

I have the same problem since about one or two days. It always happens to me (and I mean every time) when I delet and also when I want to rename an object.
But it happens only in a single unreal project. In other projects the error doesn’t occure.

here is my latest crash log:

LoginId:
EpicAccountId:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000152

UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_AssetTools
UE4Editor_AssetTools
UE4Editor_AssetTools
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_LevelEditor
UE4Editor_LevelEditor
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_UnrealEd
UE4Editor_LevelEditor
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

Having this same project with UE 5.3, cannot rename asset without crash

Make a backup of project first, then right click on any asset in content browser and press show in explorer, then delete all the folders (Especially CONFIG) those are directly in your project except content and .uproject file. EASYYYYYYYYYYYYYYYYYY
----> please NOTE:- you’ll need to do project settings again like all keybinds or other project settings