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)