MaterialInstance.cpp could not be found

If I run the Unreal project in debug mode, it will have a breakpoint on BgScriptReader.cs and I want to solve this problem. Has anyone had the same problem as me and solved it?
Here is the call stack of my project’s breakpoint moment.

[Inline Frame] UnrealEditor-Engine.dll!UMaterialInstance::PostLoad::__l5::<lambda_2>::operator()() Line 2981 C++
UnrealEditor-Engine.dll!UMaterialInstance::PostLoad() Line 2981 C++
UnrealEditor-Engine.dll!UMaterialInstanceConstant::PostLoad() Line 49 C++
UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() Line 1269 C++
UnrealEditor-CoreUObject.dll!EndLoad(FUObjectSerializeContext * LoadContext, TArray<UPackage *, TSizedDefaultAllocator<32>> * OutLoadedPackages) Line 2211 C++
UnrealEditor-CoreUObject.dll!LoadPackageInternal::__l102::<lambda_2>::operator()() Line 1751 C++
UnrealEditor-CoreUObject.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1853 C++
UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 2014 C++
UnrealEditor-CoreUObject.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 1987 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Map_Load(const wchar_t * Str, FOutputDevice & Ar) Line 2708 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::HandleMapCommand(const wchar_t * Str, FOutputDevice & Ar, UWorld * InWorld) Line 6291 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Exec_Editor(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5752 C++
UnrealEditor-Core.dll!FExec::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 18 C++
UnrealEditor-Engine.dll!UEngine::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 4686 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 662 C++
UnrealEditor-UnrealEd.dll!FEditorFileUtils::LoadMap(const FString & InFilename, bool LoadAsTemplate, const bool bShowProgress) Line 2908 C++
UnrealEditor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() Line 4946 C++
UnrealEditor-UnrealEd.dll!FUnrealEdMisc::OnInit() Line 371 C++
UnrealEditor-UnrealEd.dll!EditorInit(IEngineLoop & EngineLoop) Line 135 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 162 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++

Problem Explanation

When running the Unreal Engine project, a breakpoint is triggered in BgScriptReader.cs. The shared call stack indicates that the issue occurs during the loading of a UMaterialInstance object, specifically in the PostLoad function. This process is part of Unreal Engine’s package and map loading system.

Details from the Call Stack

  • The UMaterialInstance::PostLoad() function executes, and a lambda function is called, causing the breakpoint to trigger.
  • The process involves LoadPackage and Map_Load, which are responsible for loading maps in Unreal Engine.
  • The issue arises during the editor initialization process (EditorInit).

This could be caused by:

  1. Corrupted or Misconfigured Material Settings:
  • The UMaterialInstance object may reference missing or incompatible assets, causing an error during the PostLoad process.
  1. Faulty Plugin or Script:
  • The BgScriptReader.cs file might belong to a plugin or custom script that is interfering with the material loading process.
  • Misconfiguration or incompatibility of the plugin/script could trigger this issue.
  1. Corrupted Project Files:
  • There might be issues with the map, material, or related assets, such as broken references or corrupted files.

Solutions

1. Examine the Code in BgScriptReader.cs

  • Open the file and investigate the line where the breakpoint triggers.
  • Review the output log to gather more details about the error.

2. Verify Material Settings

  • Check the materials, textures, or shaders referenced by the project.
  • Specifically, review the UMaterialInstance and UMaterialInstanceConstant objects mentioned in the call stack. Ensure there are no missing or corrupted assets.

3. Update Plugins and Dependencies

  • If BgScriptReader.cs belongs to a plugin, ensure the plugin is up-to-date and compatible with your version of Unreal Engine.
  • If an update isn’t available, consider reverting to an earlier, stable version.

4. Clean Temporary Project Files

  • Clear Unreal Engine’s temporary files to rebuild project data:
    • In your project directory, delete the Intermediate and Saved folders.
    • Rebuild the project using the Unreal Editor or your IDE.

5. Change the Default Map

  • The call stack references FEditorFileUtils::LoadDefaultMapAtStartup(). Try setting a different default map in your project settings to determine if the issue is tied to a specific map.

6. Adjust Debugging Settings

  • If you want to skip external scripts like BgScriptReader.cs during debugging, enable the “Just My Code” option in Visual Studio under Debugging > Options > General. This will ensure the debugger focuses only on your project code.

7. Search Unreal Engine Forums

  • If the issue persists, search the Unreal Engine forums for similar issues using keywords like UMaterialInstance::PostLoad or BgScriptReader.cs. You might find a solution or related discussion.

Conclusion

Start by analyzing the code in BgScriptReader.cs to identify why the breakpoint triggers. Clean the project files, ensure your plugins and assets are up-to-date, and test whether the problem is tied to a specific map or material. If the issue continues, adjust debugging settings to bypass external code, or consult Unreal Engine community forums for further assistance.