Project crash on launch

The other day I was working on a project and everything was fine.
The day after, the same project crashed on opening.
I didn’t work on other projects in between, and all other projects open regularly.
This is the error I get:

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 3883] BP_MissionComponent_C /Game/TalesOfYuzilam/Blueprints/MissionComponent/Components/BP_MissionComponent.Default__BP_MissionComponent_C: Serial size mismatch: Got 2546, Expected 3320

UE4Editor_CoreUObject
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kernel32
ntdll

Can anyone help me?

Look like like blueprint asset iGame/TalesOfYuzilam/Blueprints/MissionComponent/Components/BP_MissionComponent s corrupted on binary level, you need to revive some back up. If you not doing any backups yourself (which you should) there a chance you may find working copy of that file in Saved/Backup of your project directory.

If you can find backup, i think only way to save the project is to delete uasset file on the blueprint and pray that UE4 will handle the rest as UE4 handles missing classes better then broken asset files, atleats project should open . Cehck all related bluepritns if they working an patch up any broken components, nodes and pin caused by missing component. Then try to remake the blueprint and patch things up

Cosnider using git, git is fully offline so you dont need any hosting like GitHub, all you need to do is make local repository of your project (with “git init” command) and produce commits which will function as backups every now and then. People think repositories are for work shareing, but in reality there most basic function is to backup an ability to freely go thru commited changes freely back and forth.

I tried with backups but it didn’t work, so i deleted the asset. Unfortunately when trying to edit the blueprints referencing the deleted one, the project crashed again.
I’ve decided to delete everything related to that blueprint and remake it from scratch.

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. If you are still experiencing the issue after trying again from scratch, please visit the link below for more details and report the issue using the new Bug Submission Form.

https://epicsupport.force.com/unrealengine/s/

Thanks