Project wont open

i was just working on my project last night and now when it gets to 96% it says unreal engine has topped working. i thought it was a asset but it wasnt that and its only a certian project, all others work finelink text

Hello

I have a few suggestions that may help get you back up and running with your project.

Suggestions

  1. Have you tried opening up a back of the project? (Back up files are automatically generated. The default path is C:\Users\YourUserName\Documents\Unreal Projects\YourProjectName\Saved\Backup )
  2. Could you try creating a new project and start migrating your assets over a few at a time? (This will help eliminate/ narrow down the possibilities that it is an asset)
  3. Could you try verifying your engine?

50416-verifyenginehelp.png

Hello

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

I tried all this and nothing worked. Migrating to an empty project crashed whenever I try to open the map. The problematic map is set to be auto-loaded in the original project so I can’t open that one. All the assets migrate over without a problem and the new project can open, it’s just I can’t open the map that has literally the whole game in it.

Hello 0vr,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. I noticed that you tried all of the suggestions above, what were the result of using one of the backup files that are automatically generated?
  2. What engine version are you currently using?
  3. Is your original project crashing at 96% (as stated by the original poster)?
  4. What this project upgraded from an older version of the engine?
  5. If so, what engine version(s) was it up graded from?
  6. Could you try deleting your saved an intermediate files before upgrading?
  7. If the project is crashing when trying to open the map, could you provide the complete callstack (including machine ID)?

Hi, thanks for getting back to me.

  1. Same thing. Still crashes. I did get it to open once last night after trying one of the backups in the original project but it wouldn’t work in the new project I migrated to. However, the same thing is happening today and none of the backups are working in the original project. I’ve only tried backups of the map file since that was the issue last time, but I’ll try the other backups of assets, too.

  2. 4.14.3

  3. yep.

  4. It might’ve been upgraded long ago but not recently (apart from after this issue happened, i verified the engine and upgraded it from 4.14.2 to 4.14.3 but that was after it started crashing)

  5. ^

  6. okay.

  7. next comment, ran out of typing space

MachineId:895A01D448303A2209F95D9A7D3B38A4
EpicAccountId:0f08f6da3e4c40daade7d686aabb24a2

Assertion failed: NewMass > 0.f [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodyInstance.cpp] [Line: 3491]

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_Engine!::operator()() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3491]
UE4Editor_Engine!FPhysXSupport<1>::ExecuteOnPxRigidBodyReadWrite< >() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\public\physxpublic.h:247]
UE4Editor_Engine!FBodyInstance::UpdateMassProperties() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3512]
UE4Editor_Engine!FBodyInstance::InitDynamicProperties_AssumesLocked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4893]
UE4Editor_Engine!FInitBodiesHelper<0>::AddActorsToScene_PhysX_AssumesLocked() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1551]
UE4Editor_Engine!FInitBodiesHelper<0>::InitBodies_PhysX() [d:\build++ue4+release-

Part 2:

4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1582]
UE4Editor_Engine!FBodyInstance::InitBody() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:1800]
UE4Editor_Engine!UPrimitiveComponent::OnCreatePhysicsState() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:562]
UE4Editor_Engine!UActorComponent::CreatePhysicsState() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1147]
UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\public\componentreregistercontext.h:66]
UE4Editor_Engine!UActorComponent::ReregisterComponent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1221]
UE4Editor_Engine!FActorComponentInstanceData::ApplyToComponent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\componentinstancedatacache.cpp:173]
UE4Editor_Engine!FSceneComponentInstanceData::ApplyToComponent() [d:\build++ue4+release-

Part 3:

4.14+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:2047]
UE4Editor_Engine!FStaticMeshComponentInstanceData::ApplyToComponent() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:47]
UE4Editor_Engine!FComponentInstanceDataCache::ApplyToActor() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\componentinstancedatacache.cpp:261]
UE4Editor_Engine!AActor::ExecuteConstruction() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:758]
UE4Editor_Engine!AActor::FinishSpawning() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:2811]
UE4Editor_Engine!UChildActorComponent::CreateChildActor() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\childactorcomponent.cpp:498]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:1179]
UE4Editor_Engine!UActorComponent::RegisterComponentWithWorld() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:912]
UE4Editor_Engine!AActor::IncrementalRegisterComponents() [d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:4041]
UE4Editor_Engine!ULevel::IncrementalUpdateComponents() [d:\build++ue4+release-

Part 4:

4.14+compile\sync\engine\source\runtime\engine\private\level.cpp:894]
UE4Editor_Engine!UWorld::UpdateWorldComponents() [d:\build++ue4+release-
4.14+compile\sync\engine\source\runtime\engine\private\world.cpp:1579]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2546]
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

Thank you for the additional information. However, would it be possible for you to provide a zipped down copy of the project that is crashing so that I could take a closer look?

Sure thing. Here you are. Dropbox - Link Expired

Let me know if you have any problems downloading it from Dropbox. It was too big to attach through this site itself.

The level map that seems to be the issue is called “Kitchen” and is in the Content>SovietKitchen>Levels folder, in case it was hard to find.

After running more tests I was able to open the map. I did this by cutting and pasting the kitchen level file straight from the levels folder to the content folder of a new project. I did this to break any references that it may have. In the new project, I was able to open the level. I saved it (There will be several errors due to broken references). I then migrated it back to the original project. I would suggest giving this a try. However, I would fix up the references a few at a time (restarting in between) to narrow down what is causing the crash.

After opening it all the static meshes need to be reset. Is that to be expected? The map is blank but everything’s there, it just all needs to be pointed to the file locations of the static mesh components.

And by fixing references a few at a time, do you mean doing the same thing to each of the files (putting it in a new project and then migrating back)?

To clarify my point on fixing the error produced by breaking all the references, I meant that once you are able to open the level in the original project, that you should fix the errors you are receiving in the blueprints a few at a time. After you fix a few errors, restart the project so make sure that you can still open the level without it crashing. This will need to be repeated. If at some point you fix an error and the level crashes when trying to open it, you will then know what is causing the crash.

Ah, I see. I’m not getting explicit errors in the log yet but I’ll piece it back together with the static meshes and see if anything comes up. Thanks!

please tell me you figured out a work around because the same exact thing is happening to me
imy map just wsont open and im gettig the same error as you!!
please tell me how to fix this ive worked so hard and i so depressed!!!