UEFN crashes when I open

One night I finished editing and decide to close the project and check in the changes. The next day when I woke up and tried to continue where I left off, the project started to crash each time I tried opening it. It loads the map and when it starts “preparing construction scripts” it crashes with this error. Does anyone know a fix to this ?

Fatal error: [File:D:\build++Fortnite\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 296] Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed with error E_INVALIDARG at D:\build++Fortnite\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:181 Size=65536x65536x1 PF=2 Format=DXGI_FORMAT_B8G8R8A8_TYPELESS(0x0000005A), NumMips=1, Flags=D3D11_BIND_RENDER_TARGET D3D11_BIND_SHADER_RESOURCE , Usage:0x0, CPUFlags:0x0, MiscFlags:0x0, SampleCount:0x1, SampleQuality:0x0, SubresPtr:0x0000000000000000, SubresPitch:0, SubresSlicePitch:0

UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
kernel32
ntdll

@AndreyTBx Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums ? Posts with this feature are connected directly into our development team so we can quickly get to them!
For more information, such as how to get the reference ID, please check out the article here: Using the Creative and UEFN Bug Reporting Form