Hi, I was working on my project in UE 5.4, when my project crashed, and I haven’t been able to open it up since. The only error I remember was that a door static mesh wouldn’t save but I wasn’t really concerned with that error. Here is my full error message when I try to open up the project. I tried deleting the cache files and etc. but no such luck. should I delete the door mesh to see if that’s the cause or is there something else going on with these errors? Thanks for the assist!
UnrealEditor_Engine!BuildSignedDistanceFieldBuildSectionData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\DistanceFieldAtlas.cpp:177]
UnrealEditor_Engine!FDistanceFieldVolumeData::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\DistanceFieldAtlas.cpp:192]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:3298]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5578]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6332]
UnrealEditor_Engine!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:630]
UnrealEditor_Engine!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_Engine!FAsyncTaskBase::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor_Engine!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\QueuedThreadPoolWrapper.h:141]
UnrealEditor!LowLevelTasks::FTask::Init<
FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::
13’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::
13’::<lambda_1>,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:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:177]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]