Before advising me to do back ups, I`m gonna already tell you that I did. All my projects and back ups were working on 5.6, but recently i had to reinstal the epic games launcher and that also uninstalled all engine versions that i had. When i reinstalled the same version of unreal engine (5.6.1) all my projects and backups got corrupted and they were all working before i reinstalled the engine. I can open the project but when i open certain blueprints the editor crashes and that also happens when I try to validate data or update rediractor references. Chat gpt told me there is something wrong with a struct and that struct is used in multiple blueprints and thats problably whats is causing the crashes. Do you know how can i fix this?
The only plug in i was using was the celestial vault, but now even opening my weapon_bp for example in a new level crashes the editor, even tho that blueprint is not relatead at all with any plug ins, its just meshes and code. My main question is how can simply reinstalling the engine can mess so much the previous working projects. Not even the auto saves work
If the binaries don’t match up to what you used before it might cause issues like this. If you modded the source of the engine or plugins and recompiled or the plugin binaries are different from what the assets were compiled against.
The response you posted from chatgpt alludes to this with missing struct. May be missing redirectors.
Make sure you are using exactly the same engine and plugins you had before.
There’s the issue of the cyclical dependencies too. There is a lot of errors related to this. Not sure what is going on there.
Somehow i managed to open the problematic blueprint twice and i could run the game, and i did no changes, but now its crashing again. I have also compared the log to very old version that is working and the errors are basicly the same but its only crashing in the more recent backups:
"The log from your working project (Pilgrim.log) shows that even before the reinstall, there were many blueprint compilation errors (missing variables, invalid casts, struct mismatches). Those errors didn’t crash the editor immediately, but they were already present. After reinstalling UE 5.6.1, the same underlying issues now cause a crash when you open certain blueprints.
The difference is likely due to a subtle change in the engine’s error handling or a missing plugin that previously masked the problem. The “unknown custom version” errors in your Bethel_Rework.log point to assets saved with a different engine/plugin configuration—exactly the kind of mismatch that leads to the blueprint errors you see."
So i guess the errors in the blueprints are not that problematic, and the blueprints are not corrupted since i managed to open them twice