Ue5.4 crushes every time i try to open a certain level.

Greetings guys! I would appreciate any help cause i m getting a stroke here…

I was working on a project for many days and everything was flowing smoothly.
Yesterday the engine crushed while saving so the file was corrupted and wouldn’t open.

I used a backup i took several days ago and worked on the project again. By the time i was about to put the final touches same thing happened. Here we go once again. I used the same backup file and worked with the project until it was finished. This time i was keeping backup files every 5 minutes. I finished my project, tried a couple of renders and a windows automatic update restarted my pc. When i realised it and rushed back the damage was already done. I opened the project and some of the textures were appearing black.

The normal maps and the ORDs seemed like broken. So i deleted those and redownloaded them from megascans and they were imported as broken again! I deleted them from the megascans folder and the project, redownloaded it after and still the same issue. So i deleted the folder and brought back the backup folder again. This time though every level instance of that project would not open and crush every time and the same thing happens to all 5 backup folders i kept. Those levels crush on every backup instance!!! Talking about UNREAL! I went on and formated the pc to windows 10, same thing, went back to windows 11. Same thing!! What is going on!!! Any ideas??

here is the crush report

LoginId:636d11cf4051fd72c41c50a52c987089
EpicAccountId:880040fc75974926aa4dc10b70c12cec

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_MeshDescription!FMeshDescription::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:148]
UnrealEditor_MeshDescription!FMeshDescription::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:208]
UnrealEditor_MeshDescription!FMeshDescriptionBulkData::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshDescription\Private\MeshDescription.cpp:2178]
UnrealEditor_Engine!FStaticMeshSourceModel::LoadMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:227]
UnrealEditor_Engine!FStaticMeshSourceModel::CloneMeshDescription() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMeshSourceData.cpp:252]
UnrealEditor_MeshBuilder!BuildNanite() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:142]
UnrealEditor_MeshBuilder!FStaticMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\StaticMeshBuilder.cpp:466]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:51]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3150]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5578]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6332]
UnrealEditor_Engine!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:630]
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_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> >'::13’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::13’::<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:155]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
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:406]
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]