My UE4 editor crashes when loading a level

I have a problem with UE4 crashing just after i load a level on which i was working. I can open the project just fine, use the base maps and all assets i’ve created, but i can’t load the map (my first one) nor export a package to test somewhere else.

My computer has more than the minimum settings required, and it was working just fine.

I dont understand the crash file, but it’s below to this post. I thanks any help you guys can give.


!Id:0630cdae5e3fd87e84b835c23ee45a31

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: !bGenerateNonMirroredCollision || CookedDataReader.ConvexMeshes.Num() == 0 || CookedDataReader.ConvexMeshes.Num() == AggGeom.ConvexElems.Num() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Engine

KERNELBASE + 293772 bytes
UE4Editor_Core + 3009507 bytes
UE4Editor_Core + 1775850 bytes
UE4Editor_Core + 1703584 bytes
UE4Editor_Engine + 13960623 bytes
UE4Editor_Engine + 14047892 bytes
UE4Editor_CoreUObject + 1002234 bytes
UE4Editor_CoreUObject + 1492886 bytes
UE4Editor_CoreUObject + 1529448 bytes
UE4Editor_UnrealEd + 2498355 bytes
UE4Editor_UnrealEd + 2446717 bytes
UE4Editor_UnrealEd + 2373633 bytes
UE4Editor_UnrealEd + 5348560 bytes
UE4Editor_UnrealEd + 2838532 bytes
UE4Editor_UnrealEd + 2841125 bytes
UE4Editor_LevelEditor + 406554 bytes
UE4Editor_Slate + 514358 bytes
UE4Editor_Slate + 1176663 bytes
UE4Editor_Slate + 1196600 bytes
UE4Editor_Slate + 1074844 bytes
UE4Editor_Slate + 2557978 bytes
UE4Editor_Slate + 2689353 bytes
UE4Editor_Slate + 653625 bytes
UE4Editor_Slate + 612793 bytes
UE4Editor_Core + 2986717 bytes
UE4Editor_Core + 2919937 bytes
UE4Editor_Core + 2991007 bytes
UE4Editor_Core + 2908962 bytes
user32 + 5918 bytes
user32 + 5335 bytes
UE4Editor_Core + 2992022 bytes
UE4Editor!FEngineLoop::Tick() + 2990 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launchengineloop.cpp:2066]
UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hi Domrpg,

Do you remember the last thing you were working on before the level was corrupted?

I would suggest going into Windows Explorer and moving some of the questionable .uassets out of the Content folder.

In the meantime could you post your dxdiag, LOG, and DMP files. Here is a post on where to find that info if you need it.

Thanks for the fast Reply, i’m kind new to foruns.

The project was created from the top down template from UE4, version 4.3.1 (last available). The Pc with the crash problem is a I7 pentium 950 3.07Ghz, with a Windows 8 64 bit system, instaled on a 240 SSD Drive with 60+ gb free space. 12 Gb DDR3, 2 video cards (ATI Radeon HD 5800 and NVidea Geforce GTX650 ti boost, this last current connected to the main monitor)

The files are at https://dl.dropboxusercontent.com/u/64512462/Logs.rar (couldnt upload, sorry)

Finally, the map was a test project for studies, in which i had many meshes from maya, some with normals, lightmap, some BP e etc. Everything was fine.
I spend around 2 hours creating colision volumes for this meshes in the material properties. Everything was fine.
I decided to test everything and went to build light as preview. I got a message that 2 meshes were with overlaping uvs inside, which was expected. Everything was fine.
I gameplayed the map and worked perfectly.
Saved all assets, maps and everything. Next day, i could load the project, leading me to the template map. When i try to open the map i was working on the previous day, it crashed. I tried many times, reinstaled UE4 and even deleted the problematic meshes.

I couldn’t find an answer on the web but some people may have presented similar problems after building lights, the only thing i believe i made different from other times, other than creating colision.

While its not so important that i restore this map, i would like to know how to prevent this to happening again. And sae the map if possible.

Thanks again very much

I don’t have a surefire way to guarantee a project will never becomes corrupted. I have had a couple of my personal test beds get corrupted internally as well and couldn’t find a way to repair them. One became corrupted based off of foliage instances and the level had to be scrapped.

The best way to make sure that you don’t lose any work in the future would be to periodically make clones of your project. You can do this from the Library of the Launcher. I keep 2 versions of my important projects at all times and rotate a new cloned project in about twice a week (or more depending on how much I’m working).

We will take a look at your log files. But in the meantime, keep trying to pull .uassets out and retest the level. 9 times out of 10 it’s a blueprint or custom static mesh that is causing the issue.

Thanks again for the Help. I do have a backup, as my paranoia is ancient. I’ve just got nervous with the light.

If something comes up, i’d be happy to hear.

Thanks again

Hi Domrpg,

I’m going to post this as an answer to resolve the question, but I am actually unsure of what caused the corruption. The important thing is though you have recovered and are working. If anything similar happens with your project again please post back here and let us know, we will continue troubleshooting.

Thanks, TJ