Ah, it must be assets then!
I would suggest stepping through the call stack and try to find the name of the asset that is triggering the loading loop. You’re building the project from Visual Studio correct? When it crashes and you enter debug mode, try going to LoadPackageInternal() in the call stack and mouse-over InLongPackageNameOrFilename to inspect it’s value which should reveal one of the assets that causes the loop. Going to another LoadPackageInternal() in the callstack may reveal the other. Hopefully the package name value is inspectable, otherwise it may be optimized out. If you can’t inspect it, try rebuilding the editor in Debug Editor mode and try again. As a last resort, you can compile the engine from source and add PRAGMA_DISABLE_OPTIMIZATION above the LoadPackageInternal function in UObjectGlobals.cpp and PRAGMA_ENABLE_OPTIMIZATION below the function. Then rebuild, make the crash happen and you can inspect the asset names.