How to understand Crash Reports as a non-programmer?

I’m not a programmer and do all my scripting in Blueprint, however I’m currently getting 2 reoccurring crashes when playing my game. I’ve pasted the logs below. Only thing is I have trouble understanding this. Is this like a log of the stuff that happened before the crash in chronological order? How do I figure out what the cause is?
Is there documentation for understanding all this stuff?


CRASH #1

Unhandled exception


UE4Editor_UMG!FWidget3DSceneProxy::GetDynamicMeshElements() [d:\build\++ue4\sync\engine\source\runtime\umg\private\components\widgetcomponent.cpp:323]

UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2804]

UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:3866]

UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:4154]

UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:924]

UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:3242]

UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`27'::FDrawSceneCommandName,<lambda_98974a148448e2faeb6b39d7ee44228d> > >::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async	askgraphinterfaces.h:847]

UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:686]

UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:583]

UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:340]

UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:471]

UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]




CRASH #2

Assertion failed: !AllocationFlags[Index] [File:F:\Epic\UE_4.23\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h] [Line: 87]


UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]

UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]

UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]

UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]

UE4Editor_VRExpansionPlugin!TSparseArray<TSetElement<TTuple<FPrimitiveSceneInfo *,int> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::AddUninitialized() [f:\epic\ue_4.23\engine\source\runtime\core\public\containers\sparsearray.h:125]

UE4Editor_VRExpansionPlugin!TSet<TTuple<FPrimitiveSceneInfo *,int>,TDefaultMapHashableKeyFuncs<FPrimitiveSceneInfo *,int,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<FPrimitiveSceneInfo * &,int &&> >() [f:\epic\ue_4.23\engine\source\runtime\core\public\containers\set.h:506]

UE4Editor_VRExpansionPlugin!FExpandedLateUpdateManager::CacheSceneInfo() [f:\svn_districtsteel\districtsteel\plugins\vrexpansionplugin\source\vrexpansionplugin\private\gripmotioncontrollercomponent.cpp:5297]

UE4Editor_VRExpansionPlugin!FExpandedLateUpdateManager::GatherLateUpdatePrimitives() [f:\svn_districtsteel\districtsteel\plugins\vrexpansionplugin\source\vrexpansionplugin\private\gripmotioncontrollercomponent.cpp:5332]

UE4Editor_VRExpansionPlugin!FExpandedLateUpdateManager::Setup() [f:\svn_districtsteel\districtsteel\plugins\vrexpansionplugin\source\vrexpansionplugin\private\gripmotioncontrollercomponent.cpp:5212]

UE4Editor_VRExpansionPlugin!UGripMotionControllerComponent::FGripViewExtension::BeginRenderViewFamily() [f:\svn_districtsteel\districtsteel\plugins\vrexpansionplugin\source\vrexpansionplugin\private\gripmotioncontrollercomponent.cpp:378]

UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [d:\build\++ue4\sync\engine\source\runtime\renderer\private\scenerendering.cpp:3419]

UE4Editor_Engine!UGameViewportClient::Draw() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:1513]

UE4Editor_Engine!FViewport::Draw() [d:\build\++ue4\sync\engine\source\runtime\engine\private\unrealclient.cpp:1579]

UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1841]

UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:407]

UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:4257]

UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:173]

UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]

UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:279]

UE4Editor!__scrt_common_main_seh() [d:\agent\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

kernel32

ntdll