Greetings all.
My project was working fine until i imported an Alembic animation for a clothing cinematic. When I went to open a metahuman blueprint to change the torso asset, it crashed. Now, whenever I open any blueprint that uses the blueprint editor, my project crashes.
Additionally, my project sees to be missing the 'Binaries" and ‘VScode’ folder, I unable to build project’s vscode, and I am unable to add a C++ blueprint class within the editor, because opening the editor automatically crashes the project.
Any help is appreciated, as I was close to delivering the final cinematic today
Log below:
LoginId:c6d1a1cd4e4bebb82ee4dea3d3e6ef63
EpicAccountId:5864bace1a5847ba8d1d287c32e90ffe
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
UnrealEditor_RigVM!FRigVMRegistry::IsAllowedType() [D:\build++UE5\Sync\Engine\Plugins\Runtime\RigVM\Source\RigVM\Private\RigVMCore\RigVMRegistry.cpp:1092]
UnrealEditor_RigVM!FRigVMRegistry::FindOrAddType_Internal() [D:\build++UE5\Sync\Engine\Plugins\Runtime\RigVM\Source\RigVM\Private\RigVMCore\RigVMRegistry.cpp:646]
UnrealEditor_RigVM!FRigVMRegistry::RefreshEngineTypes() [D:\build++UE5\Sync\Engine\Plugins\Runtime\RigVM\Source\RigVM\Private\RigVMCore\RigVMRegistry.cpp:329]
UnrealEditor_RigVMEditor!FRigVMEditorModule::GetTypeActions() [D:\build++UE5\Sync\Engine\Plugins\Runtime\RigVM\Source\RigVMEditor\Private\RigVMEditorModule.cpp:169]
UnrealEditor_RigVMDeveloper!URigVMBlueprint::GetTypeActions() [D:\build++UE5\Sync\Engine\Plugins\Runtime\RigVM\Source\RigVMDeveloper\Private\RigVMBlueprint.cpp:2363]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::RefreshClassActions() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1664]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::RefreshAll() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1525]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::FBlueprintActionDatabase() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1242]
UnrealEditor_BlueprintGraph!FBlueprintActionDatabase::Get() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp:1226]
UnrealEditor_Kismet!FBlueprintEditor::CommonInitialization() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2010]
UnrealEditor_Kismet!FBlueprintEditor::InitBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:2364]
UnrealEditor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:307]
UnrealEditor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditorModule.cpp:298]
UnrealEditor_EngineAssetDefinitions!UAssetDefinition_Blueprint::OpenAssets() [D:\build++UE5\Sync\Engine\Plugins\Editor\EngineAssetDefinitions\Source\Private\Script\AssetDefinition_Blueprint.cpp:136]
UnrealEditor_AssetTools!FAssetDefinitionProxy::OpenAssetEditor() [D:\build++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:244]
UnrealEditor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:579]
UnrealEditor_UnrealEd!UEditorEngine::EditObject() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:3300]
UnrealEditor_UnrealEd!FEditorClassUtils::GetSourceLink'::
5’::Local::OnEditBlueprintClicked() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorClassUtils.cpp:147]
UnrealEditor_UnrealEd!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,TWeakObjectPtr<UBlueprint,FWeakObjectPtr>,TWeakObjectPtr<UObject,FWeakObjectPtr> >::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777]
UnrealEditor_UnrealEd!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:570]
UnrealEditor_UnrealEd!SHyperlink::Hyperlink_OnClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Input\SHyperlink.h:114]
UnrealEditor_UnrealEd!TBaseSPMethodDelegateInstance<0,SHyperlink,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:281]
UnrealEditor_Slate!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:549]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FSlateApplication::RoutePointerUpEvent'::
8’::<lambda_3> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:442]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5206]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5775]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5740]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2231]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2738]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1099]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:937]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:148]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5749]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
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