UE5.61 crash on opening level!! EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058

UnrealEditor_Engine!UAssetImportData::GetFirstFilename() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\EditorFramework\AssetImportData.cpp:268]
UnrealEditor_MeshBuilder!SkeletalMeshBuilderPrivate::FContext::PerformReductions() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:397]
UnrealEditor_MeshBuilder!FinalizeContext() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:605]
UnrealEditor_MeshBuilder!FSkeletalMeshBuilder::Build() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp:716]
UnrealEditor_MeshBuilder!FMeshBuilderModule::BuildSkeletalMesh() [D:\build++UE5\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp:83]
UnrealEditor_Engine!USkeletalMesh::BuildLODModel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:6200]
UnrealEditor_Engine!FSkeletalMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp:317]
UnrealEditor_Engine!USkeletalMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:5299]
UnrealEditor_Engine!USkeletalMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3838]
UnrealEditor_Engine!FSkinnedAssetAsyncBuildWorker::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkinnedAssetAsyncCompileUtils.cpp:41]
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:144]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:144]
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:365]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188]
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:159]

any ideas? I have Editor Symbols and debugging turned on, the level opened a week ago just fine, the engine is installed on the C drive, not the D drive.

EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000058 - Pretty sure this is what I have also been getting. Im not sure what the issue is but hopefully we can get an answer soon!

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it might have something to do with a skeletal mesh asset that I can’t pin down, but not only doesn’t my level load, none of the autobacks load

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I tried migrating the level to a new project, same crash

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What were you working on when you crashed? Ive had so many crashes over the past week its averaging out to me making more than 1 project a day because they just become bricked, wondering if its certain things for example on my end it was mainly when editing BPs or AnimGraphs

same project I have been working on for weeks, just levels won’t open

SOLUTION:

On a long shot I started opening every single skeletal mesh from the content browser and I found two that crashed… the ONLY thing special about these two is they were background LOD versions of skeletal meshes that had their LOD0 capped at 25%

deleting these meshes manually in windows explorer and recreating them in the content browser fixed the levels not opening issue. This worked for me after much trial and error troubleshooting.

I’m encountering the same issue.
Rebuilding the asset temporarily fixes the problem, but the fix only works for the person who performed the rebuild. In projects shared via GitHub, other developers still experience the same crash on their environments.

It seems that a solution was posted in the forum link below, but the crucial image containing the fix has been removed, making it difficult to resolve the issue.

If anyone has information about this problem, I would greatly appreciate your help.