Error: Requested read of 4 bytes when 0 bytes remain

Hey guys there is not too much information about this error on the web and not a lot of recent activity in this thread either but I figured out what the source of error was in my case so I wanted to give you an update and get some more information about your setups. If all our errors are similar and we can reproduce it in a proper way I would like to file a bug report so epic devs can investigate the issue and see if it is an engine error and how they can help developers avoid this issue in the future.

Fix for my issue: I had a c++ base class setup with a “USceneComponent* Something” property and in the derived BP version I attached a StaticMesh to that specific SceneComponent. In the process of code refactoring I wanted to change “USceneComponent* Something” to “UStaticMeshComponent* Something” without touching the BP derived classes. Hence the error you guys reported with the “Requested read of X bytes when Y bytes remain” so I assume the fact that the original SceneComponent had a StaticMesh attached to it, while the refactored version (a StaticMeshComponent) can not have any children attached to it might have lead to the serialization issue I saw

Edit
I have to add that this might not be a solution for OP tho. In my case the log files had a clear indication towards .uasset files (BP derived class) while for OP it seems to be UnrealShaderWorkingDir related