# Need help with project crashing at startup 

**URL:** <https://forums.unrealengine.com/t/need-help-with-project-crashing-at-startup/2518988>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [May 20, 2025, 2:25am UTC](https://forums.unrealengine.com/t/need-help-with-project-crashing-at-startup/2518988 "2025-05-20T02:25:31Z")\
**Posts on this page:** 1\
**Showing post:** 16

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**Author:** ![3dRaven](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/3draven/32/906552_2.png) [@3dRaven](https://forums.unrealengine.com/u/3dRaven)\
**Post date:** [May 20, 2025, 7:11pm UTC](https://forums.unrealengine.com/t/need-help-with-project-crashing-at-startup/2518988/16 "2025-05-20T19:11:02Z")

</div>

> [@Jacko.ando](#):
>
> UserDefinedStructEditorData.cpp:252

> [@Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address](https://forums.unrealengine.com/t/unhandled-exception-exception-access-violation-reading-address/2247450/6):
>
> crash log with that installed: LoginId:a1d1c693426b72a6e95326819fbe28c9 EpicAccountId:4f8148587d9d4aab8db4a4b29e569db6 Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0xffffffffffffffff UnrealEditor\_Core!\_mi\_heap\_malloc\_zero() [D:\build\++UE5\Sync\Engine\Source\ThirdParty\mimalloc\2.0.0\src\alloc.c:147] UnrealEditor\_Core!FMallocMimalloc::Realloc() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocMimalloc.cpp:155] UnrealEditor\_Core!FMemory::Realloc() [D:\build\…

This thread mirrors for the most part the errors when it comes to structs (looking at parts of the error report). The op had a corrupt asset 😉

Be cautious with making blueprint structs in the future. They have a tendency to break when you start introducing c++ (launching a project not from the ide can be enough to have them have a catastrophic failure).

Most forum veterans will tell you to keep them in c++ if it’s not a pure bp project.

Another area where the project can break is if the parent c++ class of a bp goes missing (you can for instance rename it in pure c++ then without a manual re-director it will be broken)

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