Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

I have no idea why my project wont open, when i delete the config folder the project loads fine but then ive lost all my config data and after configuring it again the crash reappears.
any info about this would be cool as im quite new to unreal engine and still learning stuff.

Error Log:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_AnimGraph!UAnimBlueprintExtension_PropertyAccess::HandleStartCompilingClass() [D:\build++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimBlueprintExtension_PropertyAccess.cpp:158]
UnrealEditor_AnimGraph!UAnimBlueprintExtension::ForEachExtension() [D:\build++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimBlueprintExtension.cpp:148]
UnrealEditor_AnimGraph!FAnimBlueprintCompilerContext::SpawnNewClass() [D:\build++UE5\Sync\Engine\Source\Editor\AnimGraph\Private\AnimBlueprintCompiler.cpp:1362]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FastGenerateSkeletonClass() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3321]
UnrealEditor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1071]
UnrealEditor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:4226]
UnrealEditor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:504]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5732]
UnrealEditor_CoreUObject!FLinkerLoad::IndexToObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:6018]
UnrealEditor_CoreUObject!FLinkerLoad::CreateExport() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5145]
UnrealEditor_CoreUObject!FAsyncPackage2::CreateLinkerLoadExports() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:6996]
UnrealEditor_CoreUObject!FAsyncPackage2::Event_CreateLinkerLoadExports() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:7180]
UnrealEditor_CoreUObject!FEventLoadNode2::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5706]
UnrealEditor_CoreUObject!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:5913]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::ProcessAsyncLoadingFromGameThread() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9193]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:9543]
UnrealEditor_CoreUObject!FAsyncLoadingThread2::FlushLoading() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp:11218]
UnrealEditor_CoreUObject!FlushAsyncLoading() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:362]
UnrealEditor_CoreUObject!FlushAsyncLoading() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncPackageLoader.cpp:331]
UnrealEditor_CoreUObject!LoadPackageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1768]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2132]
UnrealEditor_CoreUObject!LoadPackage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2108]
UnrealEditor_CoreUObject!ResolveName2() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1274]
UnrealEditor_CoreUObject!StaticLoadObjectInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1395]
UnrealEditor_CoreUObject!StaticLoadObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1463]
UnrealEditor_CoreUObject!FObjectPropertyBase::FindImportedObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:595]
UnrealEditor_CoreUObject!FObjectPropertyBase::ParseObjectPropertyValue() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:396]
UnrealEditor_CoreUObject!FObjectPropertyBase::ImportText_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:428]
UnrealEditor_CoreUObject!FObjectProperty::ImportText_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObject.cpp:362]
UnrealEditor_CoreUObject!FClassProperty::ImportText_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyClass.cpp:114]
UnrealEditor_CoreUObject!UE::CoreUObject::Private::FObjectSerializeAccessScopeImpl::FObjectSerializeAccessScopeImpl'::5’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Property.cpp:1974]
UnrealEditor_CoreUObject!FProperty::ImportSingleProperty() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Property.cpp:2320]
UnrealEditor_CoreUObject!UScriptStruct::ImportText() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:3405]
UnrealEditor_CoreUObject!FStructProperty::ImportText_Internal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:317]
UnrealEditor_CoreUObject!UObject::LoadConfig() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:3400]
UnrealEditor_CoreUObject!FObjectInitializer::PostConstructInit() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4322]
UnrealEditor_CoreUObject!FObjectInitializer::~FObjectInitializer() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4179]
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5006]
UnrealEditor_CoreUObject!UClass::InternalCreateDefaultObjectWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5557]
UnrealEditor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:907]
UnrealEditor_CoreUObject!ProcessNewlyLoadedUObjects() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:1011]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3490]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:143]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:128]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:339]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Hi The_Beam_Hero, We won’t be able to look into this directly as it’s a crash that’s likely only with your project, however I can support to help you find the cause of the problems on this one.

Are you able to connect visual studio to your editor in order to get a better idea of what asset is causing this? I’d suggest running with the commandline “-WaitForDebugger” as it sounds like the crash happens immediately. If you then look into the call stack you should eventually find a specific asset name which could be a cause.

Because you say deleting configs fixes this (not how you’d like ofc), it sounds like there’s at least 1 asset which your configs are pointing to that’s not working correctly. This can happen if it’s an old asset loaded into a new engine version, corrupted by an upgrade, or if it relied on some code or blueprint logic which was deleted without the asset registering or being saved with the redirects properly, especially for example if a base class has been removed or potentially an interface parent.