Error in something that was working.

So game was working i close it for the night and make no change and get crashes. I have rebuilt all levels just in case.

LoginId:7a51aaea4a8635b88da8f5a8a4310ccd
EpicAccountId:7f7aeaf7794c4603b8b8de259fa688e4

Assertion failed: RuntimeStreamingData.IsEmpty() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\RuntimeHashSet\WorldPartitionRuntimeHashSetStreamingGeneration.cpp] [Line: 245]

UnrealEditor_Engine!UWorldPartitionRuntimeHashSet::GenerateStreaming() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\RuntimeHashSet\WorldPartitionRuntimeHashSetStreamingGeneration.cpp:245]
UnrealEditor_Engine!FWorldPartitionStreamingGenerator::DumpStateLog'::26’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionStreamingGeneration.cpp:1919]
UnrealEditor_Engine!UWorldPartition::GenerateContainerStreaming() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionStreamingGeneration.cpp:1960]
UnrealEditor_Engine!UWorldPartition::GenerateStreaming() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionStreamingGeneration.cpp:1846]
UnrealEditor_Engine!UWorldPartition::OnBeginPlay() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartition.cpp:432]
UnrealEditor_Engine!V::TBaseUObjectMethodDelegateInstance::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_UnrealEd!TMulticastDelegate<void __cdecl(bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
UnrealEditor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2551]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1167]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1068]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1902]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:550]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Try loading up a saved, zipped up file of the project and work from there to compare it with what you might of missed in your current project.

What saved zipped version?

I should of asked if you ever zipped up a project file during your earlier working stages of development, so you can fall back on it if something went wrong.
I learned that the hard way, to always save your progress.