Project chashed after 4.14 update

After update to 4.14 my project crash with this report

MachineId:32CEDDD64514E17CFB3AC9A184D31FA5
EpicAccountId:1c9bf00893ee47708aedf20bc0eefd48

Assertion failed: FMath::IsFinite( Q ) [File:d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\Quadric.h] [Line: 614]

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_QuadricMeshReduction!TQuadricAttr<29>::Evaluate() [d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\quadric.h:616]
UE4Editor_QuadricMeshReduction!TMeshSimplifier,29>::ComputeNewVerts() [d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:892]
UE4Editor_QuadricMeshReduction!TMeshSimplifier,29>::ComputeEdgeCollapseCost() [d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:910]
UE4Editor_QuadricMeshReduction!TMeshSimplifier,29>::InitCosts() [d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:398]
UE4Editor_QuadricMeshReduction!FQuadricSimplifierMeshReduction::Reduce() [d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\quadricmeshreduction.cpp:339]
UE4Editor_MeshUtilities!FStaticMeshUtilityBuilder::ReduceLODs() [d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:3737]
UE4Editor_MeshUtilities!FMeshUtilities::BuildStaticMesh() [d:\build++ue4+release-4.14+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:4031]
UE4Editor_Engine!FStaticMeshRenderData::Cache() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1367]
UE4Editor_Engine!UStaticMesh::CacheDerivedData() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2221]
UE4Editor_Engine!UStaticMesh::PostLoad() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2511]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:832]
UE4Editor_Engine!UStaticMeshComponent::PostLoad() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:1609]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:832]
UE4Editor_CoreUObject!EndLoad() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1590]
UE4Editor_CoreUObject!LoadPackageInternalInner() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1281]
UE4Editor_CoreUObject!LoadPackage() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1437]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2445]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:6057]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5538]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:615]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2180]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3496]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:309]
UE4Editor_UnrealEd!EditorInit() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealed.cpp:89]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:136]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

it wowrked fine in 4.13.2

upgrading projects in UE4 is a risky thing due to the severe changes in evey update.

I believe when updating a project there are several settings of which you can choose, try the one with ‘‘copy and update project’’. this way your project is still safe and it automatically updates your copied project.
i believe there are also other options of which you can try.

If your project does not work after that, then it means that your project is not compatible with 4.14.

i hope this helps.

What causes the assertion at FMath::IsFinite. Can you put a break point on that call and see what doesn’t seem to make sense?