Opening Any asset crashes the editor Serialization\AsyncLoading2.cpp

Hi, sincethis morning after rebooting my pc, my UE5.6 keeps crashing at boot. It keeps telling me there’s something off with the damage component, but I’m not sure if that’s entirely the case. I was able to start the editor by putting a blank level on opening, but opening the actor component crashes the engine again. I also removed cache/intermediate/saved folders, but same crash. I removed the “perpetrator” component, but it just crashes with a different blueprint instead (that was not even referencing the actor component), In fact after further investigation, ANY asset that requires a window to open crashes the editor.

I also, tried reverting the asset to an older state using perforce, tried a bunch of different versions, but no good.

Lastly, I recompiled the project using vs, no errors, but yeah same issue.

below the crash log:

Assertion failed: !Object->HasAnyFlags(RF_NeedLoad | RF_NeedInitialization) [File:C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 10517]
Object=‘ACT_Damage_Component_C /Game/_GAME/ACT_COMPONENT/ACT_Damage_Component.Default__ACT_Damage_Component_C’ (000001A32CF79100), Flags=Public | ClassDefaultObject | ArchetypeObject | NeedLoad | NeedPostLoad | WasLoaded, InternalFlags=0x04504000

UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]
UnrealEditor_CoreUObject!FAsyncPackage2::MoveConstructedObjectsToPhase2() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:10517]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::ConditionalBeginDeferredPostLoad() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5174]
UnrealEditor_CoreUObject!FAsyncPackage2::ExecutePostLoadLinkerLoadPackageExports() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:7110]
UnrealEditor_CoreUObject!FAsyncPackage2::Event_PostLoadExportBundle() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:8789]
UnrealEditor_CoreUObject!FEventLoadNode2::Execute() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5713]
UnrealEditor_CoreUObject!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5920]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::ProcessAsyncLoadingFromGameThread() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9215]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9565]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::FlushLoading() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:11242]
UnrealEditor_CoreUObject!FlushAsyncLoading() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:362]
UnrealEditor_CoreUObject!FlushAsyncLoading() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:331]
UnrealEditor_CoreUObject!LoadPackageInternal() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1771]
UnrealEditor_CoreUObject!LoadPackage() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2135]
UnrealEditor_CoreUObject!LoadPackage() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2111]
UnrealEditor_CoreUObject!StaticLoadObjectInternal() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1420]
UnrealEditor_CoreUObject!StaticLoadObject() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1466]
UnrealEditor_CoreUObject!FObjectPropertyBase::FindImportedObject() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:595]
UnrealEditor_CoreUObject!FObjectPropertyBase::ParseObjectPropertyValue() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:396]
UnrealEditor_CoreUObject!FObjectPropertyBase::ImportText_Internal() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:428]
UnrealEditor_CoreUObject!FObjectProperty::ImportText_Internal() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObject.cpp:362]
UnrealEditor_CoreUObject!FClassProperty::ImportText_Internal() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyClass.cpp:114]
UnrealEditor_UnrealEd!FBlueprintEditorUtils::PropertyValueFromString_Direct() [C:\UnrealEngine-5.6.0-release\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:9236]
UnrealEditor_UnrealEd!UUserDefinedStructEditorData::ReinitializeDefaultInstance() [C:\UnrealEngine-5.6.0-release\Engine\Source\Editor\UnrealEd\Private\UserDefinedStructEditorData.cpp:252]
UnrealEditor_CoreUObject!UUserDefinedStruct::Serialize() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\StructUtils\UserDefinedStruct.cpp:133]
UnrealEditor_CoreUObject!UUserDefinedStruct::Serialize() [C:\UnrealEngine-5.6.0-release\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\CoreUObject\UHT\UserDefinedStruct.gen.cpp:230]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4887]
UnrealEditor_CoreUObject!UUserDefinedStruct::RecursivelyPreload() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\StructUtils\UserDefinedStruct.cpp:387]
UnrealEditor_CoreUObject!PreloadInnerStructMembers() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:30]
UnrealEditor_CoreUObject!FStructProperty::Serialize() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:242]
UnrealEditor_CoreUObject!UStruct::SerializeProperties() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2247]
UnrealEditor_CoreUObject!UStruct::Serialize() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2369]
UnrealEditor_CoreUObject!UFunction::Serialize() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:7466]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4887]
UnrealEditor_CoreUObject!UStruct::PreloadChildren() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:851]
UnrealEditor_CoreUObject!UStruct::Link() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:879]
UnrealEditor_Engine!UBlueprintGeneratedClass::Link() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp:2291]
UnrealEditor_CoreUObject!UClass::Serialize() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5985]
UnrealEditor_Engine!UBlueprintGeneratedClass::Serialize() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp:2579]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4887]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5740]
UnrealEditor_CoreUObject!FLinkerLoad::CreateImport() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5922]
UnrealEditor_CoreUObject!FLinkerLoad::ResolveDependencyPlaceholder() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1792]
UnrealEditor_CoreUObject!FLinkerLoad::ResolveDeferredDependencies() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1618]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4940]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5740]
UnrealEditor_CoreUObject!FLinkerLoad::CreateImport() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5922]
UnrealEditor_CoreUObject!FLinkerLoad::ResolveDependencyPlaceholder() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1792]
UnrealEditor_CoreUObject!FLinkerLoad::ResolveDeferredDependencies() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:1618]
UnrealEditor_CoreUObject!FLinkerLoad::Preload() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4940]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5740]
UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:6028]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5278]
UnrealEditor_CoreUObject!FAsyncPackage2::CreateLinkerLoadExports() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:7016]
UnrealEditor_CoreUObject!FAsyncPackage2::Event_CreateLinkerLoadExports() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:7200]
UnrealEditor_CoreUObject!FEventLoadNode2::Execute() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5713]
UnrealEditor_CoreUObject!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5920]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::ProcessAsyncLoadingFromGameThread() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9215]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9565]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::FlushLoading() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:11242]
UnrealEditor_CoreUObject!FlushAsyncLoading() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:362]
UnrealEditor_CoreUObject!FlushAsyncLoading() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:331]
UnrealEditor_CoreUObject!LoadPackageInternal() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1771]
UnrealEditor_CoreUObject!LoadPackage() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2135]
UnrealEditor_CoreUObject!LoadPackage() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2111]
UnrealEditor_ContentBrowserAssetDataSource!FAssetData::FastGetAsset() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\CoreUObject\Public\AssetRegistry\AssetData.h:534]
UnrealEditor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewAssetFileItems() [C:\UnrealEngine-5.6.0-release\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:403]
UnrealEditor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewItems() [C:\UnrealEngine-5.6.0-release\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:459]
UnrealEditor_ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::BulkEditItems() [C:\UnrealEngine-5.6.0-release\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataSource.cpp:2663]
UnrealEditor_ContentBrowser!SContentBrowser::OnItemsActivated() [C:\UnrealEngine-5.6.0-release\Engine\Source\Editor\ContentBrowser\Private\SContentBrowser.cpp:3193]
UnrealEditor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,1,void __cdecl(TArrayView<FContentBrowserItem const ,int>,enum EAssetTypeActivationMethod::Type),FDefaultDelegateUserPolicy>::Execute() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:292]
UnrealEditor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [C:\UnrealEngine-5.6.0-release\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:5525]
UnrealEditor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,1,void __cdecl(TSharedPtr<FAssetViewItem,1>),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:309]
UnrealEditor_ContentBrowser!TDelegate<void __cdecl(TSharedPtr<FAssetViewItem,1>),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:635]
UnrealEditor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,1> >::Private_OnItemDoubleClicked() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:1154]
UnrealEditor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,1> >::OnMouseButtonDoubleClick() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:438]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,FSlateApplication::RoutePointerDoubleClickEvent'::2’::<lambda_1> >() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:456]
UnrealEditor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5854]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5839]
UnrealEditor_Slate!FSlateApplication::OnMouseDoubleClick() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5802]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:3056]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:3570]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2725]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1722]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5554]
UnrealEditor!GuardedMain() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Launch\Private\Launch.cpp:187]
UnrealEditor!GuardedMainWrapper() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
UnrealEditor!LaunchWindowsStartup() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!WinMain() [C:\UnrealEngine-5.6.0-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

hopefully someone has an idea of what could be causing this

thanks

Hello there @Flame!

Yeah, this is a tricky one. Encountering “Assertion failed: !Object->HasAnyFlags(RF_NeedLoad…” on startup has popped up a few times around the community. The usual solution is to isolate the cultrip element and either fix its functions, or replace it with a new asset, but you have already tried that.

Checking your log with my peers, the crash boils down to a loading crash when accesing properties like UUserDefinedStruct::Serialize and UUserDefinedStructEditorData::ReinitializeDefaultInstance. That suggests that the cultrip is tied to UserDefinedStruct elements.

Most likely, UE is trying to read a UserDefinedStruct that’s either corrupted, out of sync with Perforce, or containing invalid references. Since the whole issue started from a reboot, it’s possible that the structure was affected due being modified while other components using said struct were still loaded in memory.

So, it all boils down to continue testing isolation, focused on all UserDefinedStruct. Please test the following:

  • First of all, backup your entire project
  • Next, in Perforce, list the recently changed .uasset files, and check for the ones with update time close to when the issue started
  • Then, revert those files, and try launching the editor again
  • If you are not fully sure on which assets to affect, try reverting ALL UserDefinedStruct assets

If the issue persists after covering all the struct files, then the remaining path would be to batch-migrate your content to a new, blank project, in order to reconstruct it. After each batch, open the new project and test it. If you encounter a crash at some point, then the issue’s cause will be included in that batch’s content. It’s a slow approach, but it should give you results.

For further reading, and other possible methods for resolution, please check the following threads: