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