Unable to open project. Engine crashes after opening any assets Unreal Engine 4.10.1

I don’t know how to fix this. I have my project backed up in multiple places, but they all seem to be corrupted. This is the error log I’m getting. Please help.

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_CoreUObject!UObject::SetLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectlinker.cpp:102]
UE4Editor_CoreUObject!FLinkerLoad::Detach() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4059]
UE4Editor_CoreUObject!FLinkerManager::ResetLoaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\linkermanager.cpp:112]
UE4Editor_CoreUObject!UObject::Rename() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:180]
UE4Editor_BlueprintGraph!UK2Node::RewireOldPinsToNewPins() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\k2node.cpp:641]
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\k2node.cpp:407]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:3869]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RefreshGraphNodes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:618]
UE4Editor_UnrealEd!ConformInterfaceByGUID() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:5755]
UE4Editor_UnrealEd!FBlueprintEditorUtils::ConformImplementedInterfaces() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:5948]
UE4Editor_Engine!UBlueprint::PostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\blueprint.cpp:540]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\obj.cpp:723]
UE4Editor_CoreUObject!EndLoad() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1286]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:957]
UE4Editor_CoreUObject!ResolveName() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:681]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:768]
UE4Editor_CoreUObject!StaticLoadObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:832]
UE4Editor_ContentBrowser!ContentBrowserUtils::LoadAssetsIfNeeded() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\contentbrowserutils.cpp:335]
UE4Editor_ContentBrowser!SAssetView::CanOpenContextMenu() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\sassetview.cpp:3258]
UE4Editor_ContentBrowser!SAssetView::OnGetContextMenuContent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\sassetview.cpp:3185]
UE4Editor_ContentBrowser!TMemberFunctionCaller (cdecl SAssetView::)(void) _ptr64>::operator()<>() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_ContentBrowser!TTupleImpl >::ApplyAfter_ExplicitReturnType,TMemberFunctionCaller (__cdecl SAssetView::
)(void) ptr64> >() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TSharedPtr cdecl(void)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate >::Execute() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!STableViewBase::OnRightMouseButtonUp() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\views\stableviewbase.cpp:765]
UE4Editor_ContentBrowser!SListView >::Private_OnItemRightClicked() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\slistview.h:674]
UE4Editor_ContentBrowser!STableRow >::OnMouseButtonUp() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\stablerow.h:474]
UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4314]
UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4305]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4663]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4641]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1428]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1721]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:719]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:641]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hi Entropikz,

You don’t really offer any specifics with how you’re getting the crash. Is your project opening and working as intended until you get the crash, is it crashing on load, any real context here could be helpful.

However, looking at the logs that are submitted with the crash report, there appears to be an issue that is causing the crash with BP_MasterCrafting that fails to load, but not if you’re just trying to open it, edit it, or otherwise.

If the project is failing to open, you can try removing this asset from the Content folder in your project to see if it goes without crashing. If it’s just an asset that is crashing when you try to open the BP or edit something in the BP I’ll need more specifics on what you’re doing and how you’ve set it up. From the looks of it, you’ve got a crafting system that is using multiple structs and referencing other functions? I’m just speculating on what I see in the log though.

Once there is more clarification I will be able to look into this further.

Thank you!

Tim

Sorry for not offering specifics, but your speculations are pretty on point.

I have an Inventory/Crafting system which both use multiple structs. I also set up Interfaces to try to allow my character to pick up a key and unlocked specific doors. I was unable to load the project at all until I set the map to a default blank map. Whenever I loaded my actual level the engine wouldn’t start.

After I would get into the engine I would get a crash every time I clicked on any blueprints or level. Even if I right clicked to try and delete or duplicate it, it would cause a crash. So I went in and found the most stable backups I could and started switching files wherever I thought the issue was (character blueprints, level blueprints, all of my widgets and interfaces, etc…).

I eventually got everything to work again, but when I closed the project and tried to load it again I kept getting the crash. So I tried verifying my engine version and it wouldn’t work. So I deleted my visual studio 2015 redistributables and everything, but now my engine is gone completely. I’m redownloading now to see if the issue is fixed.

I hope this helps. I’ll add more if needed.

Without detailed information on how this is setup or details to reproduce the crash this may be pretty hard to diagnose. Looking at the logs I can tell you the troublesome assets, but that doesn’t tell me much more than that.

Doing a search in our system I found a call stack that was very similar, aside from the asset name causing the issue. This was reported with UE-22245. This appears to not be reproducible any longer in 4.11. Can you try making a copy of your project and opening it with 4.11 P4 that is available via the launcher and see if the issue is still showing. If so, this will be fixed with that version and if anything can rule out if this is the same issue as the one that has already been reported.

Let me know.

I did make a new copy for the preview last night and didn’t have any errors initially, but I only worked on the project for a couple of minutes before closing it. I re-opened the project and was able to load everything without error. I read that it was a bad idea to do any substantial work on any preview releases though due to them being unstable. Will I have to wait for a full release before I can get any work done?

I actually fixed the issue. When I updated the engine to 4.10.2 I was able to load all of my bugged blueprints and levels. Thank you for taking the time to help me!

Fixed when I figured out how to update to Unreal Engine 4.10.2 its been a full day of working and haven’t had an issue yet. If you have a prerequisite error and can’t solve it by deleting your VS2015 redistributables, deleting your prereqs from the control panel doesn’t work, and you have the 4.11 preview installed, make sure you go to the 4.11 preview folder and delete those prereqs. It might be an obvious answer, but I couldn’t figure it out so I thought I’d share.

Thank you to Tim Hobson for working on this with me. And sorry for the lack of screenshots or details.