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Problem with UE4.26 - crashing when edit static mesh

hi
I installed a new version of UE4.26 but I have a problem when I try to double-click on the static mesh it is crashing … i tried to verify UE4.26 again and not fixing the issue … please help me to fix it , thanks

this error alwayes i got it when i try to open editor for static mesh

LoginId:7c7fed3545a71fd75bc0d1b702c98577
EpicAccountId:305886311bcc42a0ac34cf636a1b4de4

Assertion failed: IsValid() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 824]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:102]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:458]
UE4Editor_StaticMeshEditor!FStaticMeshEditor::SpawnTab_PreviewSceneSettings() [D:\Build++UE4\Sync\Engine\Source\Editor\StaticMeshEditor\Private\StaticMeshEditor.cpp:537]
UE4Editor_StaticMeshEditor!TBaseSPMethodDelegateInstance<0,FStaticMeshEditor,0,TSharedRef<SDockTab,0> __cdecl(FSpawnTabArgs const &),FDefaultDelegateUserPolicy>::Execute() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_Slate!FTabManager::SpawnTab() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:1708]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:1445]
UE4Editor_Slate!FTabManager::RestoreSplitterContent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:1637]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:1576]
UE4Editor_Slate!FTabManager::RestoreSplitterContent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:1637]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:1555]
UE4Editor_Slate!FTabManager::RestoreArea() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:1382]
UE4Editor_Slate!FTabManager::RestoreFrom() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Docking\TabManager.cpp:865]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::RestoreFromLayout() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Toolkits\SStandaloneAssetEditorToolkitHost.cpp:135]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::SetupInitialContent() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Toolkits\SStandaloneAssetEditorToolkitHost.cpp:62]
UE4Editor_UnrealEd!FAssetEditorToolkit::InitAssetEditor() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Toolkits\AssetEditorToolkit.cpp:271]
UE4Editor_UnrealEd!FAssetEditorToolkit::InitAssetEditor() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Toolkits\AssetEditorToolkit.cpp:60]
UE4Editor_StaticMeshEditor!FStaticMeshEditor::InitStaticMeshEditor() [D:\Build++UE4\Sync\Engine\Source\Editor\StaticMeshEditor\Private\StaticMeshEditor.cpp:267]
UE4Editor_StaticMeshEditor!FStaticMeshEditorModule::CreateStaticMeshEditor() [D:\Build++UE4\Sync\Engine\Source\Editor\StaticMeshEditor\Private\StaticMeshEditorModule.cpp:51]
UE4Editor_AssetTools!FAssetTypeActions_StaticMesh::OpenAssetEditor() [D:\Build++UE4\Sync\Engine\Source\Developer\AssetTools\Private\AssetTypeActions\AssetTypeActions_StaticMesh.cpp:75]
UE4Editor_UnrealEd!UAssetEditorSubsystem::OpenEditorForAsset() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\AssetEditorSubsystem.cpp:363]
UE4Editor_UnrealEd!UEditorEngine::EditObject() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:3185]
UE4Editor_PropertyEditor!SPropertyEditorAsset::OnAssetThumbnailDoubleClick() [D:\Build++UE4\Sync\Engine\Source\Editor\PropertyEditor\Private\UserInterface\PropertyEditor\SPropertyEditorAsset.cpp:1337]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,FReply __cdecl(FGeometry const &,FPointerEvent const &),FDefaultDelegateUserPolicy>::Execute() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_SlateCore!SWidget::OnMouseButtonDoubleClick() [D:\Build++UE4\Sync\Engine\Source\Runtime\SlateCore\Private\Widgets\SWidget.cpp:470]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_2b5148752c2a272000c47b69ff14a42e> >() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5281]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5268]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5231]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2178]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2638]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1042]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:874]
user32
user32
InkObj
atlthunk
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4746]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I have exactly the same problem. There is a solution?

You can try deleting intermediate folder from your project folder.

Poorly. It still doesn’t work for me. when you try to open the model, the process goes 25% and falls. Deleting the folder did not help. In the new scene, everything happens exactly the same.
[SPOILER]LoginId:c8a95fa44680e81361a4c3ba9e5b13f1
EpicAccountId:701bba30e50243878ecf03028276d226

Assertion failed: IsValid() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 824]

UE4Editor_Core
UE4Editor_Core
UE4Editor_StaticMeshEditor
UE4Editor_StaticMeshEditor
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_StaticMeshEditor
UE4Editor_StaticMeshEditor
UE4Editor_AssetTools
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll[/SPOILER]

Any solutions? Encountering the same problem. I get the same error log.

I haven’t found a solution yet. It is hoped that with the release of the new version it will work. Staying on version 4.25.4

More than a month has passed since the 4.26 release, both then and now I cannot open a static mesh in the editor. Everything else works, but I have not found this solution to the problem, it remains to be hoped that the problem will go away with the new release. Otherwise, I’m stumped.

hey, is it already solved?"
I have the same issue it happens for all project that using 4.26
I’ve already updated my gpu, windows, reinstall the engine but still it won’t open the static mesh editor

[USER=“3738446”]BolBol Egypt[/USER]
@booggy
@Sirtsu55
Does this happen in a brand new Unreal project or are you working from an existing project from a previous Unreal version?

Also, and just curious, what kind of GPU do you have? I know a lot of people with AMD video cards have been having issues with recent drivers in other tools including Blender and Houdini. If you have an AMD card, you might want to look into rolling back your drivers. You can probably find more information on the /r/Blender subreddit if you think it might pertain to your situation.

I have never encountered any issues with 4.26 and static mesh importing/viewing/editing. If you’d like, I can try a static mesh file if you want to send it to me. I have stock Unreal 4.26 and I can also try them on a source build.

Hey. The problem remains. I am using nvidea GTX 1650. I have also reinstalled the driver several times. The static mesh does not open in a new empty project or imported from version 4.25. In version 4.25, everything works and there are no problems. Now I am trying again to reinstall completely version 4.26.

reinstalling didn’t fix the problem. When you reach 25%, the editor crashes. Watch the video.
https://youtube.com/watch?v=ElGo6UmmGEw​​​​​​​

Hey folks,

Please remember when encountering a bug or issues like this that it would be helpful if you could fill in the bug submission form with as much relevant information as possible- this helps us to reproduce the bugs/issues and hopefully find a resolution and get y’all back to creating amazing projects/content! :slight_smile:

You can also search for issues using https://issues.unrealengine.com/ as well as Answerhub. Thank-you.

I am having the same problem I have submitted to the bug submission form.

Thanks for the submissions - it’s getting looked at.

BolBol Egypt
booggy
Sirtsu55

Hi all, I had the same problem and it’s fixed already
Just in case someone still having this issue, what you have to do is go to window menu -> Load Layout -> choose Default Editor Layout, you don’t need to restart that’s all.

5 Likes

It really works! I had no idea that it could be solved so easily! After 3 months, it worked! I am very grateful!

Finally I can get to work on 4.26! Thak you kind man!

@hdp thanks for posting that workaround. I’ve been using 4.26.0 as well as .1 and .2 with no issues until today when I suddenly started experiencing this issue trying to open static meshes. Searched for quite awhile before I found this post but not before I spent hours trying to pull fresh copies of 4.26.2 and reverting back to 4.26.1 with no luck.

What really stumped me on this problem was a secondary PC didn’t have the issue in the same engine version. The major difference between the 2 systems is the one that had the problem has a 49" Odyssey G9 screen with 2 ASUS 27" screens that I’ve split editor windows out to trying to spread-out my workspace. Based on the workaround/fix I’m assuming the problem is triggered by having editor layouts that span across non-standard display configurations. @VictorLerp not sure if you all have narrowed this one down yet since I just had the issue.

Thanks again

love u, thanks