Level Crashing Project

I have a new project in 5.3 that I just finished building. Everything was working fine for multiple scenes. Now, the project will launch, but when I try to open that map it crashes. Below is what I get at the time of the crash. Any help would be appreciated.

LoginId:7e41574f47cca68c62cb39a43a5669f6
EpicAccountId:280f5801cd8541b38a03d9eb853eed12

Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h] [Line: 52]

UnrealEditor_Core!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Containers\String.cpp:1789]
UnrealEditor_Core!FNameAsStringProxyArchive::operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp:624]
UnrealEditor_MeshDescription!operator<<<TSetElement<TTuple<FName,FAttributesSetEntry> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:1496]
UnrealEditor_MeshDescription!TSetPrivateFriend::Serialize<TTuple<FName,FAttributesSetEntry>,TDefaultMapHashableKeyFuncs<FName,FAttributesSetEntry,0>,FDefaultSetAllocator>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:2201]
UnrealEditor_MeshDescription!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshAttributeArray.cpp:100]
UnrealEditor_MeshDescription!TArrayPrivateFriend::Serialize<FMeshElementContainer,TSizedInlineAllocator<1,32,TSizedDefaultAllocator<32> > >() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h:3581]
UnrealEditor_MeshDescription!operator<<<TSetElement<TTuple<FName,FMeshElementTypeWrapper> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:1494]
UnrealEditor_MeshDescription!TSetPrivateFriend::Serialize<TTuple<FName,FMeshElementTypeWrapper>,TDefaultMapHashableKeyFuncs<FName,FMeshElementTypeWrapper,0>,FDefaultSetAllocator>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:2201]
UnrealEditor_MeshDescription!FMeshDescription::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:197]
UnrealEditor_MeshDescription!FMeshDescriptionBulkData::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:2180]
UnrealEditor_Engine!FStaticMeshSourceModel::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:227]
UnrealEditor_Engine!FStaticMeshSourceModel::CloneMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:252]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:462]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:50]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3110]
UnrealEditor_Engine!UStaticMesh::GetPlatformStaticMeshRenderData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4961]
UnrealEditor_Engine!UStaticMesh::ClearCachedCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4976]
UnrealEditor_Engine!UStaticMesh::ClearAllCachedCookedPlatformData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4981]
UnrealEditor_Engine!UStaticMesh::PrepareDerivedDataForActiveTargetPlatforms() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5471]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6521]
UnrealEditor_Engine!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::11’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::11’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Space.log (202.8 KB)

Greetings @MADMOVIESINC

Are you building this project in 5.3 from scratch or is this something you made in an earlier version, etc? Also, have you moved or deleted any files inside the project or it’s directory recently? I ask because of the log line listed below:

LogLinker: Warning: [AssetLog] U:\Unreal\Projects\Space Scene\Space\Content\Space.umap: Failed to load ‘/Game/Asteroids/Asteroids’: Can’t find file.
LogLinker: Warning: [AssetLog] U:\Unreal\Projects\Space Scene\Space\Content\Space.umap: VerifyImport: Failed to load package for import object ‘Package /Game/Asteroids/Asteroids’
LogDeviceProfileManager: Going up to parent DeviceProfile
LogStaticMesh: Display: Building static mesh A_Wing_7CD430AD…
LogWindows: Error: appError called: Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h] [Line: 52]