UE 5.3 crashes after upgrading

When upgrading my project I can’t open some of the blueprints including my BP_ThirdPersonCharacter and Basegamestate.

Please help me I’ve been stuck on this for days.

The error code I got:

Assertion failed: FixupChunk.Header.NumHierachyFixups <= ( 1 << 8) [File:D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\NaniteEncode.cpp] [Line: 2289]

UnrealEditor_NaniteBuilder
UnrealEditor_NaniteBuilder
UnrealEditor_GeometryCollectionEngine
UnrealEditor_GeometryCollectionEngine
UnrealEditor_GeometryCollectionEngine
UnrealEditor_DerivedDataCache
UnrealEditor_DerivedDataCache
UnrealEditor_DerivedDataCache
UnrealEditor_DerivedDataCache
UnrealEditor_GeometryCollectionEngine
UnrealEditor_GeometryCollectionEngine
UnrealEditor_GeometryCollectionEngine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

If you will install Editor symbol do debugging, this errors logs will be much more detailed and helpful.

image

For example I’m getting this crash for example every time I open OldWestLearning project in UE 5.3

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffef20

UnrealEditor_NaniteBuilder!libmetis__CreateCoarseGraphNoMask()
UnrealEditor_NaniteBuilder!libmetis__Match_RM()
UnrealEditor_NaniteBuilder!libmetis__CoarsenGraph()
UnrealEditor_NaniteBuilder!libmetis__MultilevelBisect()
UnrealEditor_NaniteBuilder!libmetis__MlevelRecursiveBisection()
UnrealEditor_NaniteBuilder!METIS_PartGraphRecursive()
UnrealEditor_NaniteBuilder!FGraphPartitioner::BisectGraph() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:181]
UnrealEditor_NaniteBuilder!FGraphPartitioner::RecursiveBisectGraph() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:273]
UnrealEditor_NaniteBuilder!FGraphPartitioner::PartitionStrict() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\GraphPartitioner.cpp:382]
UnrealEditor_NaniteBuilder!Nanite::FCluster::Split() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:549]
UnrealEditor_NaniteBuilder!Nanite::DAGReduce() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:373]
UnrealEditor_NaniteBuilder!`Nanite::BuildDAG'::`4'::<lambda_5>::operator()() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:283]
UnrealEditor_NaniteBuilder!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_NaniteBuilder!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:411]
UnrealEditor_NaniteBuilder!Nanite::BuildDAG() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:266]
UnrealEditor_NaniteBuilder!Nanite::FBuilderModule::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\NaniteBuilder.cpp:614]
UnrealEditor_MeshBuilder!BuildNanite() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:255]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:436]
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:3110]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5450]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6161]
UnrealEditor_Engine!FAsyncTask<FStaticMeshAsyncBuildWorker>::DoTaskWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<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:172]
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]

I found the same stack trace i n different project

It looks like a problem in libmetis library and it is even fixed already.
Hard to tell how to use new version in UE.