I was looking at a blueprint while the editor was compiling my C++ code when it crashed. I am now not able to open my project anymore as now it just keeps crashing when I open my project. I have tried deleting Binaries, Intermediate, Saved and project.sln file and building from Visual Studio. I can’t get the editor to open now. I seem to have 2 different stack traces in the log and crash reporter. Any help is appreciated.
Here is the crash reporter output
LoginId:bcefbec840d18d0e183410a66dcd1fa8
EpicAccountId:5f2d0d64b88740a4a1fa699673cf1f59
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:933]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:1022]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(FName,bool)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:854]
UE4Editor_Core!TBaseMulticastDelegate<void,FName,bool>::Broadcast() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1013]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:493]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:554]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\build\++ue4\sync\engine\source\runtime\projects\private\projectmanager.cpp:63]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3517]
UE4Editor!FEngineLoop::PreInitPostStartupScreen() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2889]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
But here is the the last bit of the log file
020.01.25-03.12.41:028][ 0]LogWindows: DebugString: FoundDriverCount:3
[2020.01.25-03.12.41:028][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 750 Ti
[2020.01.25-03.12.41:028][ 0]LogD3D11RHI: Driver Version: 441.87 (internal:26.21.14.4187, unified:441.87)
[2020.01.25-03.12.41:028][ 0]LogD3D11RHI: Driver Date: 12-24-2019
[2020.01.25-03.12.41:028][ 0]LogRHI: Texture pool is 1405 MB (70% of 2007 MB)
[2020.01.25-03.12.41:141][ 0]LogD3D11RHI: RHI has support for 64 bit atomics
[2020.01.25-03.12.41:142][ 0]LogD3D11RHI: Async texture creation enabled
[2020.01.25-03.12.41:169][ 0]LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
[2020.01.25-03.12.41:921][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'AllDesktop'
[2020.01.25-03.12.41:991][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTC'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ATC'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXT'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1a'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_PVRTC'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'AndroidClient'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTCClient'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ATCClient'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXTClient'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1Client'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC1aClient'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2Client'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_PVRTCClient'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_Multi'
[2020.01.25-03.12.41:992][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_MultiClient'
[2020.01.25-03.12.42:049][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOSClient'
[2020.01.25-03.12.42:050][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOS'
[2020.01.25-03.12.42:068][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxNoEditor'
[2020.01.25-03.12.42:087][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxClient'
[2020.01.25-03.12.42:106][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxServer'
[2020.01.25-03.12.42:121][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64NoEditor'
[2020.01.25-03.12.42:135][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Client'
[2020.01.25-03.12.42:152][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Server'
[2020.01.25-03.12.42:220][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Lumin'
[2020.01.25-03.12.42:220][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LuminClient'
[2020.01.25-03.12.42:251][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOSClient'
[2020.01.25-03.12.42:251][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOS'
[2020.01.25-03.12.42:304][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsNoEditor'
[2020.01.25-03.12.42:322][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows'
[2020.01.25-03.12.42:340][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient'
[2020.01.25-03.12.42:357][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer'
[2020.01.25-03.12.42:357][ 0]LogTargetPlatformManager: Display: Building Assets For Windows
[2020.01.25-03.12.42:363][ 0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
[2020.01.25-03.12.42:417][ 0]LogShaderCompilers: Guid format shader working directory is 13 characters bigger than the processId version (F:/dev/projects/ue4/zombie-horde/Intermediate/Shaders/WorkingDirectory/11752/).
[2020.01.25-03.12.42:417][ 0]LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Jason/AppData/Local/Temp/UnrealShaderWorkingDir/CB8E14EF4BC62691B3A03BB42543B548/'.
[2020.01.25-03.12.42:418][ 0]LogXGEController: Cleaning working directory: C:/Users/Jason/AppData/Local/Temp/UnrealXGEWorkingDir/
[2020.01.25-03.12.42:418][ 0]LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
[2020.01.25-03.12.42:418][ 0]LogShaderCompilers: Cannot use XGE Shader Compiler as Incredibuild is not installed on this machine.
[2020.01.25-03.12.42:418][ 0]LogShaderCompilers: Display: Using Local Shader Compiler.
[2020.01.25-03.12.44:470][ 0]LogDerivedDataCache: Display: Max Cache Size: 512 MB
[2020.01.25-03.12.44:601][ 0]LogDerivedDataCache: Loaded boot cache 0.13s 78MB C:/Users/Jason/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc.
[2020.01.25-03.12.44:602][ 0]LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Jason/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc
[2020.01.25-03.12.44:602][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file F:/dev/projects/ue4/zombie-horde/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2020.01.25-03.12.44:602][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2020.01.25-03.12.44:602][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file F:/dev/projects/ue4/zombie-horde/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2020.01.25-03.12.44:602][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2020.01.25-03.12.44:619][ 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2020.01.25-03.12.44:620][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2020.01.25-03.12.44:620][ 0]LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchical cache Hierarchy.
[2020.01.25-03.12.44:622][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/Jason/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2020.01.25-03.12.44:622][ 0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
[2020.01.25-03.12.44:622][ 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
[2020.01.25-03.12.44:687][ 0]LogMaterial: Verifying Global Shaders for PCD3D_SM5
[2020.01.25-03.12.44:693][ 0]LogSlate: Using FreeType 2.10.0
[2020.01.25-03.12.44:694][ 0]LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2020.01.25-03.12.44:794][ 0]LogAssetRegistry: FAssetRegistry took 0.0051 seconds to start up
[2020.01.25-03.12.45:524][ 0]LogInit: Selected Device Profile: [Windows]
[2020.01.25-03.12.45:880][ 0]LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction
[2020.01.25-03.12.45:880][ 0]LogMeshReduction: Using SimplygonMeshReduction for automatic skeletal mesh reduction
[2020.01.25-03.12.45:880][ 0]LogMeshReduction: Using ProxyLODMeshReduction for automatic mesh merging
[2020.01.25-03.12.45:880][ 0]LogMeshReduction: No distributed automatic mesh merging module available
[2020.01.25-03.12.45:880][ 0]LogMeshMerging: No distributed automatic mesh merging module available
[2020.01.25-03.12.45:910][ 0]LogNetVersion: ZombieHorde 1.0.0, NetCL: 10570792, EngineNetVer: 13, GameNetVer: 0 (Checksum: 2304190098)
[2020.01.25-03.12.48:207][ 0]LogPackageLocalizationCache: Processed 10 localized package path(s) for 1 prioritized culture(s) in 0.200084 seconds
[2020.01.25-03.12.48:221][ 0]LogUObjectArray: 46750 objects as part of root set at end of initial load.
[2020.01.25-03.12.48:221][ 0]LogUObjectAllocator: 8137160 out of 0 bytes used by permanent object pool.
[2020.01.25-03.12.48:221][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2020.01.25-03.12.49:085][ 0]LogTcpMessaging: Initializing TcpMessaging bridge
[2020.01.25-03.12.49:091][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2020.01.25-03.12.51:608][ 0]LogWindows: Error: === Critical error: ===
[2020.01.25-03.12.51:608][ 0]LogWindows: Error:
[2020.01.25-03.12.51:608][ 0]LogWindows: Error: Fatal error!
[2020.01.25-03.12.51:608][ 0]LogWindows: Error:
[2020.01.25-03.12.51:608][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2020.01.25-03.12.51:608][ 0]LogWindows: Error:
[2020.01.25-03.12.51:608][ 0]LogWindows: Error: [Callstack] 0x00007ffee55123fc UE4Editor-ZombieHorde.dll!UnknownFunction []
[2020.01.25-03.12.51:608][ 0]LogWindows: Error: [Callstack] 0x00007fff1075191a UE4Editor-CoreUObject.dll!UClass::CreateDefaultObject() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:3141]
[2020.01.25-03.12.51:608][ 0]LogWindows: Error: [Callstack] 0x00007fff109e1e0f UE4Editor-CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:933]
[2020.01.25-03.12.51:608][ 0]LogWindows: Error: [Callstack] 0x00007fff109c11cf UE4Editor-CoreUObject.dll!ProcessNewlyLoadedUObjects() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:1022]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007fff108f5785 UE4Editor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(FName,bool)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:854]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007fff07d7c4c7 UE4Editor-Core.dll!TBaseMulticastDelegate<void,FName,bool>::Broadcast() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1013]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007fff07d9aa5b UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:493]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007fff321baf37 UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [d:\build\++ue4\sync\engine\source\runtime\projects\private\moduledescriptor.cpp:554]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007fff321bb229 UE4Editor-Projects.dll!FProjectManager::LoadModulesForProject() [d:\build\++ue4\sync\engine\source\runtime\projects\private\projectmanager.cpp:63]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007ff7dd6ff671 UE4Editor.exe!FEngineLoop::LoadStartupModules() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3517]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007ff7dd70204b UE4Editor.exe!FEngineLoop::PreInitPostStartupScreen() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2889]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007ff7dd6fc17c UE4Editor.exe!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:131]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007ff7dd6fc4ca UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007ff7dd70ceae UE4Editor.exe!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007ff7dd70fcbe UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007fff653a7bd4 KERNEL32.DLL!UnknownFunction []
[2020.01.25-03.12.51:609][ 0]LogWindows: Error: [Callstack] 0x00007fff6698ced1 ntdll.dll!UnknownFunction []
[2020.01.25-03.12.51:609][ 0]LogWindows: Error:
[2020.01.25-03.12.51:636][ 0]LogExit: Executing StaticShutdownAfterError
[2020.01.25-03.12.51:640][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2020.01.25-03.12.51:640][ 0]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.01.25-03.12.51:653][ 0]Log file closed, 01/24/20 21:12:51
Edit
After performing the steps outlined in step 2 of @m_foda answer I get the below error. Which is weird because a normal build in VS passes without error.
1>------ Build started: Project: ZombieHorde, Configuration: DebugGame_Editor x64 ------
1>Using 'git status' to determine working set for adaptive non-unity build (F:\dev\projects\ue4\zombie-horde).
1>Creating makefile for ZombieHordeEditor (no existing makefile)
1>Parsing headers for ZombieHordeEditor
1> Running UnrealHeaderTool "F:\dev\projects\ue4\zombie-horde\ZombieHorde.uproject" "F:\dev\projects\ue4\zombie-horde\Intermediate\Build\Win64\ZombieHordeEditor\DebugGame\ZombieHordeEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1>Reflection code generated for ZombieHordeEditor in 17.2043766 seconds
1>Building ZombieHordeEditor...
1>Using Visual Studio 2019 14.24.28315 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 31 actions with 4 processes...
1> [1/31] Default.rc2
1> [2/31] SharedPCH.Engine.NonOptimized.ShadowErrors.cpp
1>C:\dev\UnrealEngine\UE_4.24\Engine\Source\Runtime\Core\Public\Templates/Models.h(55): fatal error C1001: An internal error has occurred in the compiler.
1> (compiler file 'msc1.cpp', line 1528)
1> To work around this problem, try simplifying or changing the program near the locations listed above.
1> Please choose the Technical Support command on the Visual C++
1> Help menu, or open the Technical Support help file for more information
1> INTERNAL COMPILER ERROR in 'C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314\bin\HostX64\x64\cl.exe'
1> Please choose the Technical Support command on the Visual C++
1> Help menu, or open the Technical Support help file for more information
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "C:\dev\UnrealEngine\UE_4.24\Engine\Build\BatchFiles\Build.bat ZombieHordeEditor Win64 DebugGame -Project="F:\dev\projects\ue4\zombie-horde\ZombieHorde.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "ZombieHorde.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========