I tried it again, but deleting the config folder did not help. Trying to open the level crashes the engine too.
I remember that I have 2 mantinees actors with the same name? Would that cause the problem? If so, how do I change the name without being able to open the file? (I’ve deleted the saved/intermeidiate folders in an attempt to fix the problem)
I found a corrupted asset, BPI_Boss. I made a new one with a different name and it worked. (same name doesn’t work for some reason)
The project I’m working cannot be opened. I need to keep deleting the config folder to open it again, then I need to reset my default configs. The project works before I close it.
My crash report:
MachineId:4BAB7BC44A683D1D37D9FC852E2EB2CB
EpicAccountId:74a3f6f1df65484a96b0f87be7dc17eb
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\Private\UObject\
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_CoreUObject!UObject::SetLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectlinker.cpp:102]
UE4Editor_CoreUObject!FLinkerLoad::Detach() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4059]
UE4Editor_CoreUObject!FLinkerManager::ResetLoaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\linkermanager.cpp:112]
UE4Editor_CoreUObject!UObject::Rename() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:180]
UE4Editor_BlueprintGraph!UK2Node::RewireOldPinsToNewPins() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\k2node.cpp:641]
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\k2node.cpp:407]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:3869]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RefreshGraphNodes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:618]
UE4Editor_UnrealEd!ConformInterfaceByGUID() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:5755]
UE4Editor_UnrealEd!FBlueprintEditorUtils::ConformImplementedInterfaces() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:5948]
UE4Editor_Engine!UBlueprint::PostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\blueprint.cpp:540]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:723]
UE4Editor_CoreUObject!EndLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1286]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1042]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorserver.cpp:2388]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorserver.cpp:5897]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorserver.cpp:5391]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedsrv.cpp:743]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\filehelpers.cpp:2014]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\filehelpers.cpp:3215]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealed.cpp:86]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
NEW: I tried deleting the configs and it managed to open the level. So I reset my configs and closed it again, and edited the code some more. But now it can’t open again. Even after deleting the config files, trying to open the level creates the problem.
Here’s the new crash report:
MachineId:4BAB7BC44A683D1D37D9FC852E2EB2CB
EpicAccountId:74a3f6f1df65484a96b0f87be7dc17eb
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\Private\UObject\
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_CoreUObject!UObject::SetLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectlinker.cpp:102]
UE4Editor_CoreUObject!FLinkerLoad::Detach() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4059]
UE4Editor_CoreUObject!FLinkerManager::ResetLoaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\linkermanager.cpp:112]
UE4Editor_CoreUObject!UObject::Rename() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:180]
UE4Editor_BlueprintGraph!UK2Node::RewireOldPinsToNewPins() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\k2node.cpp:641]
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\k2node.cpp:407]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:3869]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RefreshGraphNodes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:618]
UE4Editor_UnrealEd!ConformInterfaceByGUID() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:5755]
UE4Editor_UnrealEd!FBlueprintEditorUtils::ConformImplementedInterfaces() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:5948]
UE4Editor_Engine!UBlueprint::PostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\blueprint.cpp:540]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:723]
UE4Editor_CoreUObject!EndLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1286]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1042]
UE4Editor_CoreUObject!ResolveName() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:681]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:768]
UE4Editor_CoreUObject!StaticLoadObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:832]
UE4Editor_ContentBrowser!FAssetData::GetAsset() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\assetregistry\public\assetdata.h:208]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1737]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper cdecl(TArray const & ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void cdecl(TArray const & ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\sassetview.cpp:3292]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper cdecl(TSharedPtr)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void cdecl(TSharedPtr)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!TBaseDelegate >::ExecuteIfBound() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:482]
UE4Editor_ContentBrowser!SListView >::Private_OnItemDoubleClicked() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\slistview.h:689]
UE4Editor_ContentBrowser!STableRow >::OnMouseButtonDoubleClick() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\stablerow.h:261]
UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4609]
UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4607]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4590]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1358]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1721]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:719]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:641]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Hello,
Just to clarify, were you able to resolve your issue? If so, I will mark this topic as resolved.
Hello,
I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.
Have a great day