My project reopens fine. my other blueprints open fine. Soon as I open a specific blueprint, Unreal Editor crashes.
How can I recover my project?
This happened after an initial crash, I was asked if I want to open recovered files, I said yes, and could no longer open the blueprint.
Crash log:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010
UnrealEditor_SubobjectDataInterface!FChildSubobjectDataFactory::ShouldCreateSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\ChildSubobjectDataFactory.cpp:20]
UnrealEditor_SubobjectDataInterface!FSubobjectFactoryManager::FindFactoryToUse() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataFactory.h:98]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::CreateSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2531]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::FactoryCreateSubobjectDataWithParent() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2565]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::FactoryCreateInheritedBpSubobject() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2653]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::GatherSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:312]
UnrealEditor_SubobjectEditor!SSubobjectEditor::UpdateTree() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectEditor\Private\SSubobjectEditor.cpp:2459]
UnrealEditor_SubobjectEditor!SSubobjectBlueprintEditor::Construct() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectEditor\Private\SSubobjectBlueprintEditor.cpp:181]
UnrealEditor_Kismet!FBlueprintEditor::CreateSubobjectEditors() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2776]
UnrealEditor_Kismet!FBlueprintEditor::CreateDefaultTabContents() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2766]
UnrealEditor_Kismet!FBlueprintEditor::CommonInitialization() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1945]
UnrealEditor_Kismet!FBlueprintEditor::InitBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2177]
UnrealEditor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:280]
UnrealEditor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:271]
UnrealEditor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [D:\build++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTypeActions\AssetTypeActions_Blueprint.cpp:93]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:377]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:588]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OpenEditorsForAssets() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:954]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OnConfirmRestorePreviouslyOpenAssets() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:842]
UnrealEditor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UAssetEditorSubsystem,void __cdecl(void),FDefaultDelegateUserPolicy,TArray<FString,TSizedDefaultAllocator<32> > >::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:611]
UnrealEditor_Slate!SNotificationItemImpl::OnButtonClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Notifications\SNotificationList.cpp:601]
UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SNotificationItemImpl,1,FReply __cdecl(void),FDefaultDelegateUserPolicy,TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy> >::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:464]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:389]
UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4959]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:405]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4945]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5493]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5458]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2210]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2699]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1078]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:916]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:138]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5139]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll