Another Edit:
I got it working by adding the component under the static mesh set as the root of the blueprint whereas before the blueprint node in the component treeview may have been selected when trying to add the instanced static mesh - not sure if you just aren’t supposed to add instanced static meshes as root nodes but leaving this post here unless the admins delete it because it seems like there should be a default to a child of the root node or at least a box saying you can’t add it there instead of corrupting the blueprint and crashing the editor.
Edit:
I deleted the blueprint causing the issue and replaced it with an older version, that got the editor to load so I’m changing this post title to more accurately reflect the issue.
When going in to edit the blueprint that caused the issue to add another instanced static mesh (there are currently four of them, all set to static/not-moveable referencing different meshes, each of the four create about 80 instances of their mesh within the blueprint’s constructor) the editor freezes as it did originally then crashes without displaying an error. Upon restarting the issue the error occurs again.
Original post:
I tried to add an instanced mesh to a blueprint and while the dropdown was still visible (the click even on the instanced mesh component may or may not have gone through, not sure) the editor froze for several minutes then crashed. I had just imported a new static mesh into the editor prior and changed its material, that seemed to go through OK.
Upon the next start it gave me the option to recover two files so I hit recover and it immediately crashed.
Now whenever I start the editor to open the project it gives the following error (minus machine and account id):
Access violation - code c0000005 (first/second chance not available)
msvcr120 + 247382 bytes
UE4Editor_Engine!TArray<FBodyInstance * __ptr64,FDefaultAllocator>::Insert() + 130 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\containers\array.h:1412]
UE4Editor_Engine!UInstancedStaticMeshComponent::SetupNewInstanceData() + 935 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1321]
UE4Editor_Engine!UInstancedStaticMeshComponent::AddInstance() + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1150]
UE4Editor_Engine!UInstancedStaticMeshComponent::execAddInstance() + 175 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\components\instancedstaticmeshcomponent.h:63]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!AActor::ExecuteConstruction() + 655 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:552]
UE4Editor_Engine!AActor::RerunConstructionScripts() + 3610 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:436]
UE4Editor_Engine!ULevel::IncrementalUpdateComponents() + 521 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\level.cpp:745]
UE4Editor_Engine!UWorld::UpdateWorldComponents() + 820 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1215]
UE4Editor_UnrealEd!FUnrealEdMisc::CB_MapChange() + 173 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedmisc.cpp:930]
UE4Editor_UnrealEd!TBaseRawMethodDelegateInstance<0,FUnrealEdMisc,void __cdecl(unsigned int)>::ExecuteIfSafe() + 14 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_UnrealEd!TBaseMulticastDelegate<void,unsigned int>::Broadcast() + 165 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() + 7326 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:2340]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() + 349 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:5680]
UE4Editor_UnrealEd!UEditorEngine::Exec() + 797 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editorserver.cpp:5180]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() + 273 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedsrv.cpp:742]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() + 789 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:1910]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() + 216 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\filehelpers.cpp:3070]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() + 2263 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
UE4Editor_UnrealEd!EditorInit() + 3254 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealed.cpp:86]
UE4Editor!GuardedMain() + 926 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
How do I fix this?