Packaged game crash

So, upon navigating to "C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp" and checking the Engine source files, I see the following at line 198:

void VerifyAllLodSkeletalMeshModelIntegrity(USkinnedAsset* Owner)
{
	if (!Owner || !Owner->GetImportedModel())
	{
		return;
	}

	FSkeletalMeshModel* SkelMeshModel = Owner->GetImportedModel();
	for (int32 LODIndex = 0; LODIndex < SkelMeshModel->LODModels.Num(); LODIndex++)
	{
		FSkeletalMeshLODModel* LODModel = &(SkelMeshModel->LODModels[LODIndex]);
		int32 SectionsVerticeNum = 0;
		int32 SectionsTriangleNum = 0;
		for (const FSkelMeshSection& Section : LODModel->Sections)
		{
			SectionsVerticeNum += Section.GetNumVertices();
			SectionsTriangleNum += Section.NumTriangles;
			int32 LastSectionIndexBuffer = Section.BaseIndex + (Section.NumTriangles * 3);
			if (Section.NumTriangles > 0)
			{
				//Remove 1 if we have at least one triangle
				LastSectionIndexBuffer--;
			}

			if (LODModel->IndexBuffer.IsValidIndex(LastSectionIndexBuffer))
			{
				uint32 FirstSectionIndexBufferValue = LODModel->IndexBuffer[Section.BaseIndex];
				uint32 LastSectionIndexBufferValue = LODModel->IndexBuffer[LastSectionIndexBuffer];
				if (FirstSectionIndexBufferValue < Section.BaseVertexIndex || LastSectionIndexBufferValue >= Section.BaseVertexIndex + Section.GetNumVertices())
				{
					UE_ASSET_LOG(LogSkeletalMesh, Error, Owner, TEXT("The source model is corrupted! Section triangle refer to a vertex not in the section. LOD %d"), LODIndex);
				}
			}
			else
			{
				UE_ASSET_LOG(LogSkeletalMesh, Error, Owner, TEXT("The source model is corrupted! Section index buffer is invalid. LOD %d"), LODIndex);
			}
		}

		if (LODModel->NumVertices != SectionsVerticeNum)
		{
			UE_ASSET_LOG(LogSkeletalMesh, Error, Owner, TEXT("The source model is corrupted! Total sections vertice count is different from source model vertice count. LOD %d"), LODIndex);
		}
		if ((LODModel->IndexBuffer.Num() / 3) != SectionsTriangleNum)
		{
			UE_ASSET_LOG(LogSkeletalMesh, Error, Owner, TEXT("The source model is corrupted! Total sections triangle count is different from source model triangle count (index count divide by 3). LOD %d"), LODIndex);
		}
	}
}

Specifically, the line UE_ASSET_LOG(LogSkeletalMesh, Error, Owner, TEXT("The source model is corrupted! Section index buffer is invalid. LOD %d"), LODIndex);

So, either there is an issue with the Skeletal Meshes themselves, or there is indeed, a missing function somewhere in (in my instance) [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

In your case @Sparrow911x:
[d:\a01_work\12\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

I’m using Visual Studio Community 2022 v17.5.0 with the Windows 10 SDK 10.0.20348.0 and Windows 11 SDK (10.0.22000.0) installed. It appears the 14.35.32215 toolchain is getting used, with the Windows 10.0.22000.0 SDK:

Using Visual Studio 2022 14.35.32215 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.35.32215) and Windows 10.0.22000.0 SDK (C:\Program Files (x86)\Windows Kits\10).

Could it be possible that there’s an issue with the prerequisites getting packaged with the project? Or just the toolchain in general?

EDIT: Tracked down the issue to InstaDeformComponent using Debug Breakpoints with Editor Debug Symbols as per Debugging How To Debug Packaged Games | Unreal Engine Community Wiki (unrealcommunity.wiki)