UE5 crashes before it even opens my project

When I try to open my project Unreal crashes before it even opens. When I used it last it seemed to be just fine. Is my project just dead and gone now?

Here is the crash report, I don’t know what any of this gibberish means.

Hi Lowenfas,

It might be helpful to post the full first line after ‘Caught Signal’

If you’re upgrading from an older version of UE (Like before 4.18) try opening it in 4.26 or 4.27 before UE5

Another random idea: Some of your callstack mentions ‘Skeletons’ so maybe try removing Skeletal meshes from the project before opening.

Also, you can open your .uproject with a text editor to disable any plugins that might be causing a crash

And finally, you could delete projectfolder/Config/DefaultEngine.ini to clear any of your changed project settings.

Cheers

1 Like

Very interesting. So what I’ve found is if I remove the “DefaultEngine.ini” folder the program will open but the viewport doesn’t have my map open just a default one, BUT, the moment I open up my map/level it crashes immediately.

I also tried removing the skeleton bit but that did not make a difference. I will play around some more but in case it helps you solve my problem below I have the first full line after ‘Caught Signal’.
I should also note that this error I have below was what I got when I removed the DefaultEngine file, opened the program successfully, and then tried to open my map which cause the crash.

Caught signal

void UEdGraph::GetNodesOfClassEx<UK2Node_FunctionEntry, UK2Node_FunctionEntry>(TArray<UK2Node_FunctionEntry*, TSizedDefaultAllocator<32> >&) const Address = 0x115bbe6b1 (filename not found) [in UnrealEditor-Kismet.dylib]

Unfortunately I can’t even open up the primary blueprint on my level, so it looks like that is where the problem starts I just don’t know how I’m supposed to fix it if I can’t even look at it.

Glad to hear there’s a bit of progress.

If you can open your map in a previous/working version of the editor, you are able to copy/paste selected level actors between engines. (This also goes for copy/pasting blueprint nodes)

Since your crash mentions ‘Kismet’ (Kismet is what Blueprint used to be called in UE3) I suspect it is blueprint related. I also looked up what a .dylib file is and it is mac specific. (Also led me to this thread which mentions structs are to blame)