project won't open with error

hello everyone, my cinematic project won’t open anymore. Whwn i try to open it i get this error:

Assertion failed: IsValid() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1139]

UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Here is the log:
NinaEntertainmentV1.log (287.0 KB)

i don’t use this projet for game. i use it for recording cinematic, so i don’t need to build it.
Please help me. i just want to run it again.
Thanks in advance.

Hey there @Tinder-Red! So the error is telling us that a shared pointer is failing a check to verify it is valid. This could come from lots of areas, so we’re going to need the full callstack and see what is calling to that IsValid. It’s possible an object being referenced is corrupted, but to narrow down what we will need to get editor symbols installed and check the entire context.

This video can show you how to install the editor symbols, (and also has some helpful tips otherwise). Once you have editor symbols installed, crash again and let me see the full crash context, it may give us more insight.

I also noticed some non-fatal errors that are very likely unrelated having to do with “CrazyIvy” for example:

[2024.10.15-16.09.55:532][  0]LogClass: Error: StructProperty FTriangle::A is not initialized properly. Module:CrazyIvy File:Public/SMeshData.h

Thank you very much for your answer. i’m going to see the video and install editor symbols.
i give you feedback later.

Here is the crash context with editor sybols:

Assertion failed: IsValid() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1139]

UnrealEditor_Engine!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>,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:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
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:149]

No developers around? Can anyone help me and tell me what is preventing me from opening my project?
Thanks in advance.

Hey there @Tinder-Red! Apologies this looks like it went under the radar! The error stack is unfortunately not going to give too much information since it’s coming from a low level area in the core engine. Lots of engine functionality stems from it, so short of running a source build of the engine and debugging with that, it will be hard to ascertain what could be causing it.

My first recommendation is to back the project up and let’s try some generalized fixes.

  • Delete the Saved and Intermediate folders inside the project folder. These will regenerate when you launch the project.
  • Change the starting level in the DefaultEngine.ini to your project’s starter level (or another level depending on if you built off the starter level) Example:
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap

If those fail, I would verify the engine itself inside of the Epic Games Launcher so that if a file may have been corrupted in the installation itself, this could catch it and fix it.

thank you for your help.
I delete the Saved and Intermediate: Not working
My starting level in the DefaultEngine.ini is good.
I verify the engine, but not working.

Was this project migrated? Do you remember if you had included a new plugin before this started occurring?

no it’s not a migrated project and for the plugins I’m not really sure.
I can delete and replace plugin one by one and see if it’s working.