UE5 Assertion Failed Error on Level open

I have been working on this project for some time now and recently ran into some issues with trying to open my level, each time I tried it just crashed over and over with the same error message. I have tried, deleting the Binaries, Build, and Intermediate folder, as well as the saved folder and nothing, seems to fix this. I even went as far as to swap out the defaultengine.ini file. Any help would be appreicated.

Thank you!
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 707] Array index out of bounds: 2 from an array of size 2

UnrealEditor_HairStrandsCore!UGroomAsset::InitStrandsResources() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\GroomAsset.cpp:2229]
UnrealEditor_HairStrandsCore!UGroomAsset::CacheDerivedDatas() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\GroomAsset.cpp:1526]
UnrealEditor_HairStrandsCore!UGroomAsset::PostLoad() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\GroomAsset.cpp:681]
UnrealEditor_CoreUObject!UObject::ConditionalPostLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1092]
UnrealEditor_HairStrandsCore!UGroomComponent::PostLoad() [D:\build++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\GroomComponent.cpp:2434]
UnrealEditor_CoreUObject!UObject::ConditionalPostLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1092]
UnrealEditor_CoreUObject!EndLoad() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1654]
UnrealEditor_CoreUObject!<lambda_c71df6684db1d21a55b1a6e34711d2eb>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1222]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1323]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1482]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1462]
UnrealEditor_CoreUObject!ResolveName() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:783]
UnrealEditor_CoreUObject!StaticLoadObjectInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:858]
UnrealEditor_CoreUObject!StaticLoadObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:933]
UnrealEditor_DataValidation!FAssetData::GetAsset() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\AssetRegistry\AssetData.h:298]
UnrealEditor_DataValidation!UEditorValidatorSubsystem::IsAssetValid() [D:\build++UE5\Sync\Engine\Plugins\Editor\DataValidation\Source\DataValidation\Private\EditorValidatorSubsystem.cpp:188]
UnrealEditor_DataValidation!UEditorValidatorSubsystem::ValidateAssets() [D:\build++UE5\Sync\Engine\Plugins\Editor\DataValidation\Source\DataValidation\Private\EditorValidatorSubsystem.cpp:265]
UnrealEditor_DataValidation!FDataValidationModule::ValidateAssets() [D:\build++UE5\Sync\Engine\Plugins\Editor\DataValidation\Source\DataValidation\Private\DataValidationModule.cpp:209]
UnrealEditor_DataValidation!FDataValidationModule::ValidateFolders() [D:\build++UE5\Sync\Engine\Plugins\Editor\DataValidation\Source\DataValidation\Private\DataValidationModule.cpp:229]
UnrealEditor_DataValidation!<lambda_0ad68e8af77eedab51846d13d8ea6ea4>::operator()() [D:\build++UE5\Sync\Engine\Plugins\Editor\DataValidation\Source\DataValidation\Private\DataValidationModule.cpp:303]
UnrealEditor_DataValidation!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,<lambda_0ad68e8af77eedab51846d13d8ea6ea4> >::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:838]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1102]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1053]
UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:385]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:304]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:400]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_df8cb182a345f476e099733ec2265ad6> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:380]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4835]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5377]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5342]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2196]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2689]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1872]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:896]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:131]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4961]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:171]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UnrealEditor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

hi, have you found the solution for this? i am batteling same think as you had.
thx
P.