Editor crashes when switching to 5.5-5.6 version. Problem with data assets.

I transferred my project to 5.4 and everything was fine.
Then I transferred it to 5.5. and when opening the project I got an error:
however property ‘UIData’ belongs to class ‘REINST_BP_DA_CharacterData_C_385’

Then I finally managed to open the editor, but with any attempt to interact with ANY data assets, the engine crashed and gave this error.

After that I switched the engine to 5.6 and got the following errors when trying to interact with data assets:

ObjectValuePtr.IsResolved() [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObject.cpp] [Line: 234]
And
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000500000070

How can I solve this problem so that I can fully use UE5.6?

Hello there @Reilly_21!

Having consecutive migrations on your project is bound to generate errors or corrupt data. If you are at 5.6 with no returning point or backup, the best approach would be to pinpoint the faulty assets.

Open your project with -NoCrashDialog -log, and check the resulting log (should be at Saved/Logs/) for any entries related to PropertyObject, Crash Loading, or anything that failed to load. Once you have identified the affected assets, you can either move them out, or delete them. If any of the assets is critical for the project, they will need to be re-created. After that, fix your redirectors from content browser, and recompile your blueprints.

Now, if you have a backup project from 5.4, you can try the migration procress again from scratch. To ensure a smooth transition, make a copy of your backup, and implement Fix Up Redirectors in the content browser here, as well. Then, re-save all affected assets and their related blueprint. Next, close UE, go to project directory, and deletd folders Saved and Intermediate to clear cached data. Finally, try migrating your backup directly to 5.6.

(post deleted by author)

Thank you for your reply, I will add the information:
I have a backup copy, I use version control.
I tried to switch to 5.6 in different ways, but nothing helps.
The project is based on lyra and GAS.
The editor opens normally and everything works fine if you completely disable C++.
A number of errors occur only when building through Visual Studio, when I try to build C++ code, during the editor loading when compiling blueprints.
The logs show this series of errors, but I can’t find how to fix them.

Here are some of the errors from the logs:

Ensure condition failed: false 
Attempting to enqueue WBP_DecisionDialog for compile while compiling: 

Ensure condition failed: !bLayoutChanging 
Class named GA_BaseAbility_C creating its CDO while changing its layout

Ensure condition failed: bCreateOnlyIfEmpty || !PointerToUberGraphFrame->RawPointer
Attempting to recreate an object's UberGraphFrame when the previous one was not properly destroyed

Ensure condition failed: BP->GeneratedClass == nullptr || 
BP->GeneratedClass->GetDefaultObject(false)->GetClass() != BP->GeneratedClass

Ensure condition failed: AssetBaseClassLoaded 
Failed to load class /Script/GameFeatures.GameFeatureData

Hello again!

Thank you for your update. Checked around with my peers, and I think there’s a path to test here:

  • First, create a backup of your current project, close UE and VS, then perform a clear cache, via deleting folders Binaries. Intermediate, and .vs from project directory. After that, re-generate your project files from VS.

  • Now, open back UE, o to Edit > Plugins, and make sure that “Game Features” is enabled. Then, open back VS, rebuild your game module, and fix any compillation errors encountered. After that, we move on to the problematic blueprints, one by one.

  • For GAS blueprints, like GA_BaseAbility, check for any deprecated notes, or broken references, then re-compile. As for the UberGraphFrame errors, perform a “Clean and Regenerate” action for any blueprint affected with said error. Finally, disable any other blueprints that are causing circular cycles in your log.

  • Once all blueprints were processed, go to your content browser, and apply “Fix Up Redirectors” on the main folder, then compile the project. Once completed, launch the build for testing.

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In 5.5, he complained about the data asset, the essence of the problem was that the data asset was one of the first to be assembled and referred to the base character, the base character in turn referred to the basic ability, which did not have time to assemble.
The problem arose due to changes in the compilation of BP in 5.5-5.6. By combining the logs, I was able to find the problem area.
The solution is very simple, make the data asset download a little later or change access to the base character through another asset.