I am working in a small company, we are a team of 3 people. We share the project via Plastic scm, and after one of the updates the project started crashing on launch, but only on my computer. Please don’t chuck this up to plastic problem allow me to explain. The problem occurs only on my pc, even though all files are the same. The only thing different between the computers is that I use windows 11, up to date, and they use 10. All the rest of our specs are the same. The issue is only with the main level, when launching the main level the crash occurs. I know this because when launching the project after deleting the config folder I am greeted with the empty untitled level, only to crash when opening Main. I mentioned a plastic update, but the weirdest thing is that when I reverted my version to before that hellish update, it still crashed, as if something is internally screwed. Also, worth mentioning, this only happens on this specific project. Another heavier project on the same version is fine. I would like to reiterate that it’s only a problem for me, not my team. Here’s a detailed list of attempted solutions, needless to say, none worked.
- Restarting my pc
- Resyncing all files to source control
- Coping files from one of the other computers by hand and launching it without connecting plastic source control
- Verifying unreal files through launcher
- Deleting all generated folders (saved, config, intermediate, DerivedDataCache) before launch
- Replacing the DX from 12 to 11 in the defaultengine.ini as suggested online (can’t access project settings because it wont launch)
- Deleting all unreal engine local AppData
- Updating graphic driver
- Suspending antivirus
Here’s the crash info:
LoginId:0c037f934a5b6305cbca3e84a2418891
EpicAccountId:50263c0eb7024b92adc776f2d4a7df3cAssertion failed: ReaderPos + Num <= ReaderSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h] [Line: 52]
UnrealEditor_MeshDescription!FBufferReaderBase::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h:52]
UnrealEditor_MeshDescription!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:630]
UnrealEditor_MeshDescription!operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Set.h:1074]
UnrealEditor_MeshDescription!FMeshDescription::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:195]
UnrealEditor_MeshDescription!FMeshDescriptionBulkData::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:2126]
UnrealEditor_Engine!FStaticMeshSourceModel::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:169]
UnrealEditor_Engine!FStaticMeshSourceModel::CloneMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:192]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:420]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:50]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:2844]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4919]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5561]
UnrealEditor_Engine!FAsyncTask::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:303]
UnrealEditor_Engine!FAsyncTask::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:328]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!<lambda_925f6c2453012060ddab4eb171196a20>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:333]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<void __cdecl(bool),48>::TTaskDelegateImpl<<lambda_925f6c2453012060ddab4eb171196a20>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:426]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:280]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:320]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_776551d1e343b6cb7eaf0e5521c77c81>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:549]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]
Here are some logs:
RavKuk.log (78.5 KB)
RavKuk-backup-2022.10.20-12.02.28.log (94.4 KB)
RavKuk-backup-2022.10.20-12.05.37.log (101.0 KB)
RavKuk-backup-2022.10.20-12.06.31.log (120.5 KB)
RavKuk-backup-2022.10.20-12.08.54.log (113.6 KB)
I am begging you if you can help at all even give me a direction of what to look into, I don’t know what to do anymore I’ve already spent two full work days trying to solve this