EXCEPTION_ACCESS_VIOLATION reading address 0xa28af000

Input on what may cause this are welcome.

  • Project runs smooth in editor
  • Project can be packaged without any
    issues

ERROR:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xa28af000

EPICA_Win64_DebugGame!TArray int,TAlignedHeapAllocator<0>

::BulkSerialize() EPICA_Win64_DebugGame!FRawStaticIndexBuffer16or32 int>::Serialize()
EPICA_Win64_DebugGame!FMultiSizeIndexContainer::Serialize()
EPICA_Win64_DebugGame!FSkeletalMeshLODRenderData::SerializeStreamedData()
EPICA_Win64_DebugGame!FSkeletalMeshStreamIn_IO::SerializeLODData()
EPICA_Win64_DebugGame!::operator()()
EPICA_Win64_DebugGame!TRenderAssetUpdate::TickInternal()
EPICA_Win64_DebugGame!FAutoDeleteAsyncTask::DoWork()
EPICA_Win64_DebugGame!FQueuedThread::Run()
EPICA_Win64_DebugGame!FRunnableThreadWin::Run()

[2020.05.07-13.35.24:790][535]LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
[2020.05.07-13.35.24:790][535]LogConfig: Setting CVar [[grass.DensityScale:1.0]]
[2020.05.07-13.35.24:790][535]sg.FoliageQuality = "3"
[2020.05.07-13.35.29:636][952]LogWindows: Windows GetLastError: The operation completed successfully. (0)

[2020.05.07-13.35.33:635][239]LogThreadingWindows: Error: **Runnable thread PoolThread 13 crashed**.

[2020.05.07-13.35.33:635][239]LogWindows: Error: === **Critical error**: ===
[2020.05.07-13.35.33:635][239]LogWindows: Error: 
[2020.05.07-13.35.33:635][239]LogWindows: Error: **Assertion failed: Start.IsValid() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/BulkData.cpp] [Line: 1624]** 
[2020.05.07-13.35.33:635][239]LogWindows: Error: 
[2020.05.07-13.35.33:635][239]LogWindows: Error: 
[2020.05.07-13.35.33:635][239]LogWindows: Error: 
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ffeac5ba799 KERNELBASE.dll!UnknownFunction []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686ee8406 EPICA-Win64-DebugGame.exe!ReportAssert() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686eebd08 EPICA-Win64-DebugGame.exe!FWindowsErrorOutputDevice::Serialize() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686cc393d EPICA-Win64-DebugGame.exe!FOutputDevice::LogfImpl() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686c54147 EPICA-Win64-DebugGame.exe!FDebug::AssertFailed() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686c56600 EPICA-Win64-DebugGame.exe!FDebug::CheckVerifyFailedImpl() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686fb8d9d EPICA-Win64-DebugGame.exe!FUntypedBulkData::CreateStreamingRequestForRange() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff689c552dc EPICA-Win64-DebugGame.exe!FSkeletalMeshStreamIn_IO::SetIORequest() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff689c1ffd6 EPICA-Win64-DebugGame.exe!::operator()() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff689c5c4f9 EPICA-Win64-DebugGame.exe!TRenderAssetUpdate::TickInternal() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff689c31901 EPICA-Win64-DebugGame.exe!FAutoDeleteAsyncTask::DoWork() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686bb880c EPICA-Win64-DebugGame.exe!FQueuedThread::Run() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686ef111f EPICA-Win64-DebugGame.exe!FRunnableThreadWin::Run() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ff686ef0e14 EPICA-Win64-DebugGame.exe!FRunnableThreadWin::GuardedRun() []
[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ffeae907bd4 KERNEL32.DLL!UnknownFunction []

[2020.05.07-13.35.33:635][239]LogWindows: Error: [Callstack] 0x00007ffeaecece51 ntdll.dll!UnknownFunction []
[2020.05.07-13.35.33:635][239]LogWindows: Error: 
[2020.05.07-13.35.33:635][239]LogWindows: Error: Crash in runnable thread PoolThread 13
[2020.05.07-13.35.33:804][253]LogExit: Executing StaticShutdownAfterError
[2020.05.07-13.35.33:805][253]LogWindows: FPlatformMisc::RequestExit(1)
[2020.05.07-13.35.33:805][253]LogCore: Engine exit requested (reason: Win RequestExit)

In the build log are a couple of these errors:

    UATHelper: Packaging (Windows (64-bit)):   LogSavePackage: Warning: /Game/Run/Maps/Naeros/Naeros imported Serialize:/Engine/EditorLandscapeResources/DataLayer, but it was never saved as an export.
    UATHelper: Packaging (Windows (64-bit)):   LogSavePackage: Warning: /Game/Run/Maps/Ocean/Ocean_C imported Serialize:/Engine/EditorLandscapeResources/DataLayer.DataLayer, but it was never saved as an export.
    UATHelper: Packaging (Windows (64-bit)):   LogSavePackage: Warning: /Game/Run/Maps/Ocean/Ocean_C imported Serialize:/Engine/EditorLandscapeResources/DataLayer, but it was never saved as an export.
    PackagingResults: Warning: /Game/Run/Components/Spawn_System/Blueprints/Character/BP_Respawn_Point imported Serialize:/Engine/EditorMaterials/TargetIconSpawn, but it was never saved as an export.
    PackagingResults: Warning: /Game/Run/Components/Spawn_System/Blueprints/Character/BP_Respawn_Point imported Serialize:/Engine/EditorMaterials/TargetIconSpawn.TargetIconSpawn, but it was never saved as an export.
    PackagingResults: Warning: /Game/Run/Maps/Ocean/Ocean_C_Oceanfall imported Serialize:/Engine/EditorLandscapeResources/DataLayer.DataLayer, but it was never saved as an export.
    PackagingResults: Warning: /Game/Run/Maps/Ocean/Ocean_C_Oceanfall imported Serialize:/Engine/EditorLandscapeResources/DataLayer, but it was never saved as an export.
    PackagingResults: Warning: /Game/Run/Maps/Ocean/Ocean_A imported Serialize:/Engine/EditorLandscapeResources/DataLayer.DataLayer, but it was never saved as an export.

Since, I no longer investigate this issue, I close this. Posted my debugging experience here Assertion failed: Start.IsValid() - #3 by unit23 - Content Creation - Unreal Engine Forums