I was messing around with dx12, because for some reason it was set to dx11 prior. I restarted my launcher to enable dx12, and my entire games lighting was super messed up, with many, many strange flashes and and speckled of light. Anyways, as I was trying to fix it, I have no clue what I did but it crashed, and It has been crashing the moment it loads every single time I try to load the project. This is the crash report:
Assertion failed: (OldPacked & DeletingBit) == 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHIResources.h] [Line: 178] Resource is being deleted.
UnrealEditor_Renderer!FRHIResource::FAtomicFlags::AddRef() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHIResources.h:178]
UnrealEditor_Renderer!FMeshDrawShaderBindings::SetShaderBindings<FRHICommandList,FRHIPixelShader *>() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp:261]
UnrealEditor_Renderer!FMeshDrawShaderBindings::SetOnCommandList() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp:1154]
UnrealEditor_Renderer!FMeshDrawCommand::SubmitDrawBegin() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp:1416]
UnrealEditor_Renderer!FMeshDrawCommand::SubmitDraw() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\MeshPassProcessor.cpp:1578]
UnrealEditor_Renderer!FInstanceCullingContext::SubmitDrawCommands() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\InstanceCulling\InstanceCullingContext.cpp:1360]
UnrealEditor_Renderer!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!<lambda_13c427d0bfcf321a066cb5a2badfbc27>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2051]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_17c904c32264d0348d15245fba0e1bff>,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:656]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:162]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:361]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:402]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_0a548c7e497de3cc77a9e48080e1524f>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]