The lights of my building went off , and now my project is corrupted. I lost 4 days of work. ( even if UE4 does autosaves every 10 minutes, my last autosave is from 4 days ago). i get that error when i try to open my project or even just right-clicking it. Any ideas?
Also found in Saved/Logs this line inside a text document that repeats several times : [2022.05.22-21.02.56:124][795]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 724]
BulkData compressed header read error. This package may be corrupt!
Also found that inside unreal, if i click File - Validate Data, i get the same error.
And when i righ-click or double-click the level in the content browser, first it says ``Loading Objects…´´ and then it crashes.
Here is the FULL CRASH REPORT:
LoginId:70ad657f4eeb416ce4dcd399fe2aff21
EpicAccountId:829993d1e47f4292ae554f77f5d7a129
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 724] BulkData compressed header read error. This package may be corrupt!
UE4Editor_Core!FArchive::SerializeCompressed() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp:728]
UE4Editor_CoreUObject!FUntypedBulkData::SerializeBulkData() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\BulkData.cpp:1601]
UE4Editor_CoreUObject!FUntypedBulkData::AsyncLoadBulkData() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\BulkData.cpp:829]
UE4Editor_CoreUObject!FFutureState::MarkComplete() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\Future.h:114]
UE4Editor_CoreUObject!FStateComplete::FStateComplete() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\BulkData.cpp:692]
UE4Editor_CoreUObject!FUntypedBulkData::LoadBulkDataWithFileReader() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\BulkData.cpp:704]
UE4Editor_Engine!FTextureSourceData::GetAsyncSourceMips() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:193]
UE4Editor_Engine!FTextureCacheDerivedDataWorker::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\TextureDerivedDataTask.cpp:494]
UE4Editor_Engine!FAsyncTask::DoWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:272]
UE4Editor_Engine!FAsyncTask::DoThreadedWork() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:296]
UE4Editor_Core!FQueuedThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp:992]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]