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.