Unreal 5.3 Project Crash upon opening

I have been working on a project for a long time and used the modeling plugin to slightly modify a mesh. I saved and then tried to load the project on both my PC and Mac and get this Crash report.

Assertion failed: ReaderPos + Num <= ReaderSize [File:Runtime/Core/Public/Serialization/BufferReader.h] [Line: 52]

The project will not open at all on the PC but on the Mac it appears to open and I can navigate as the Shaders and Meshes are loading. At approximately 94% the project crashes and I get the same Crash report with different underlying code (which I have no idea how to read).

I tried to delete the “CachedAssetRegistry.bin” as well as “Derived Data Cache” and the “Intermediate” folders per instructions from other Unreal friends. But nothing works.

I have looked at similar forum issues that people have posted but it does not make sense to me.

I hope someone can help me retrieve e the project.

This is the PC crash report:

LoginId:6640a827450a8da583f351939f7861a5
EpicAccountId:9c31b2f46b27484087803d87a8e808c6

Assertion failed: ReaderPos + Num <= ReaderSize [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Serialization\BufferReader.h] [Line: 52]

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_MeshBuilder
UnrealEditor_MeshBuilder
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor
UnrealEditor
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

This is the Mac Crash report:

LoginId:a7a9c864b14aa23e71de71a54cdd6c2d
EpicAccountId:9c31b2f46b27484087803d87a8e808c6

Assertion failed: ReaderPos + Num <= ReaderSize [File:Runtime/Core/Public/Serialization/BufferReader.h] [Line: 52]

operator<<(FArchive&, FString&) Address = 0x10a654a90 (filename not found) [in UnrealEditor-Core.dylib]
FNameAsStringProxyArchive::operator<<(FName&) Address = 0x10aab593e (filename not found) [in UnrealEditor-Core.dylib]
FArchive& operator<<<TSetElement<TTuple<FName, FAttributesSetEntry>>, TSparseArrayAllocator<TSizedDefaultAllocator<32>, FDefaultBitArrayAllocator>>(FArchive&, TSparseArray<TSetElement<TTuple<FName, FAttributesSetEntry>>, TSparseArrayAllocator<TSizedDefaultAllocator<32>, FDefaultBitArrayAllocator>>&) Address = 0x110d1541d (filename not found) [in UnrealEditor-MeshDescription.dylib]
FArchive& TSetPrivateFriend::Serialize<TTuple<FName, FAttributesSetEntry>, TDefaultMapHashableKeyFuncs<FName, FAttributesSetEntry, false>, FDefaultSetAllocator>(FArchive&, TSet<TTuple<FName, FAttributesSetEntry>, TDefaultMapHashableKeyFuncs<FName, FAttributesSetEntry, false>, FDefaultSetAllocator>&) Address = 0x110d150e2 (filename not found) [in UnrealEditor-MeshDescription.dylib]
operator<<(FArchive&, FAttributesSetBase&) Address = 0x110c9fcd5 (filename not found) [in UnrealEditor-MeshDescription.dylib]
FArchive& TArrayPrivateFriend::Serialize<FMeshElementContainer, TSizedInlineAllocator<1u, 32, TSizedDefaultAllocator<32>>>(FArchive&, TArray<FMeshElementContainer, TSizedInlineAllocator<1u, 32, TSizedDefaultAllocator<32>>>&) Address = 0x110d18f0f (filename not found) [in UnrealEditor-MeshDescription.dylib]
FArchive& operator<<<TSetElement<TTuple<FName, FMeshElementTypeWrapper>>, TSparseArrayAllocator<TSizedDefaultAllocator<32>, FDefaultBitArrayAllocator>>(FArchive&, TSparseArray<TSetElement<TTuple<FName, FMeshElementTypeWrapper>>, TSparseArrayAllocator<TSizedDefaultAllocator<32>, FDefaultBitArrayAllocator>>&) Address = 0x110d18b9e (filename not found) [in UnrealEditor-MeshDescription.dylib]
FArchive& TSetPrivateFriend::Serialize<TTuple<FName, FMeshElementTypeWrapper>, TDefaultMapHashableKeyFuncs<FName, FMeshElementTypeWrapper, false>, FDefaultSetAllocator>(FArchive&, TSet<TTuple<FName, FMeshElementTypeWrapper>, TDefaultMapHashableKeyFuncs<FName, FMeshElementTypeWrapper, false>, FDefaultSetAllocator>&) Address = 0x110d18852 (filename not found) [in UnrealEditor-MeshDescription.dylib]
FMeshDescription::Serialize(FArchive&) Address = 0x110ca585e (filename not found) [in UnrealEditor-MeshDescription.dylib]
FMeshDescriptionBulkData::LoadMeshDescription(FMeshDescription&) Address = 0x110cc1d12 (filename not found) [in UnrealEditor-MeshDescription.dylib]
FStaticMeshSourceModel::LoadMeshDescription(FMeshDescription&) const Address = 0x11d980b37 (filename not found) [in UnrealEditor-Engine.dylib]
FStaticMeshSourceModel::CloneMeshDescription(FMeshDescription&) const Address = 0x11d980e18 (filename not found) [in UnrealEditor-Engine.dylib]
FStaticMeshBuilder::Build(FStaticMeshRenderData&, UStaticMesh*, FStaticMeshLODGroup const&, bool, bool) Address = 0x1111b0082 (filename not found) [in UnrealEditor-MeshBuilder.dylib]
FStaticMeshRenderData::Cache(ITargetPlatform const*, UStaticMesh*, FStaticMeshLODSettings const&) Address = 0x11d96bee4 (filename not found) [in UnrealEditor-Engine.dylib]
UStaticMesh::CacheDerivedData() Address = 0x11d984252 (filename not found) [in UnrealEditor-Engine.dylib]
UStaticMesh::ExecutePostLoadInternal(FStaticMeshPostLoadContext&) Address = 0x11d948947 (filename not found) [in UnrealEditor-Engine.dylib]
FStaticMeshAsyncBuildWorker::DoWork() Address = 0x11d9487ed (filename not found) [in UnrealEditor-Engine.dylib]
FAsyncTaskBase::DoWork() Address = 0x11b9e8cfb (filename not found) [in UnrealEditor-Engine.dylib]
FAsyncTaskBase::DoThreadedWork() Address = 0x11ba08c5e (filename not found) [in UnrealEditor-Engine.dylib]
FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Address = 0x10aa657d0 (filename not found) [in UnrealEditor-Core.dylib]
FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Address = 0x11bd843f0 (filename not found) [in UnrealEditor-Engine.dylib]
FQueuedLowLevelThreadPool::AddQueuedWork(IQueuedWork*, EQueuedWorkPriority)::‘lambda’()::operator()() const Address = 0x106785ec8 (filename not found) [in UnrealEditor]
LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 112u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork(IQueuedWork*, EQueuedWorkPriority)::‘lambda’()>(char16_t const*, LowLevelTasks::ETaskPriority, FQueuedLowLevelThreadPool::AddQueuedWork(IQueuedWork*, EQueuedWorkPriority)::‘lambda’()&&, LowLevelTasks::ETaskFlags)::‘lambda’(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 112u>&, void*, unsigned int, bool) Address = 0x106785757 (filename not found) [in UnrealEditor]
LowLevelTasks::FTask::ExecuteTask() Address = 0x10a5d5c15 (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*&) Address = 0x10a5a6f07 (filename not found) [in UnrealEditor-Core.dylib]
bool LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue, &LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue::DequeueGlobal(bool, bool), false>(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, LowLevelTasks::TLocalQueueRegistry<1024u>::FOutOfWork&, bool, bool) Address = 0x10a5a7f9b (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) Address = 0x10a5a7a2a (filename not found) [in UnrealEditor-Core.dylib]
FThreadImpl::Run() Address = 0x10a7f7d85 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::Run() Address = 0x10a7a4607 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10a6ffaa8 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff81446518b (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff814460ae3 (filename not found) [in libsystem_pthread.dylib]

Hi, Your system is missing the file I dont use MAC SO DONT KNOW where its should be just that it is missing

Hi Jimbo,

I just used the Mac to see if I could solve it. I use a PC for everything now. Is there a chance that you can help me with the PC? I would really appreciate it.

Thanks,

Kirk

Hi @KirkPetruccelli ,
I re read your note and see you added a plugin.
You need to manually remove the plugin.
I have posted about how to remove a plugin manually twice and these posts show how to remove plugins manually

Can’t open small test project any more - error on startup

and another manual plugin removal.
Installed plugins via Edit window crashing project UE5.3.2

Hi Jimbo,

Thank you so much for your information. Can I ask how to find the correct file?

Is it located in the:

Config

Content

DerivedDataCache

Intermediate

Saved

Project file?

I have the Windows 10 Log available, but in order to find the code to remove I do not know where to find the files.

Sorry about my lack of knowledge. I really appreciate your help.

Kirk

hi @KirkPetruccelli ,
Go into Windows File Explorer
Go to C:\Users\OWNER\Documents\Unreal Projects\MyProjectName
where OWNER is your username
and the MyProjectName is the name of directory the project is in

Right click the file MyProjectName.uproject. Select Open with and select Notepad

{
	"FileVersion": 3,
	"EngineAssociation": "5.3",
	"Category": "",
	"Description": "",
	"Plugins": [
		{
			"Name": "ModelingToolsEditorMode",
			"Enabled": true,
			"TargetAllowList": [
				"Editor"
			]
		}
	]
}

In this section the plugins are removed leaving only the braces




{
	"FileVersion": 3,
	"EngineAssociation": "5.3",
	"Category": "",
	"Description": "",
	"Plugins": [
		{

		}
	]
}

Save and exit
restart Unreal and the project should open

Hi Jimbo,

I found the file finally! I tried what you mentioned:

I first got rid of one of the two modeling Plugins - result crash.
I got rid of the second modeling program - result crash.
I got rid of all of the plugins to reflect your last prompt:

{
“FileVersion”: 3,
“EngineAssociation”: “5.3”,
“Category”: “”,
“Description”: “”,
“Plugins”: [
{

	}
]

}

and the message was: Plugin references must have an “Enabled” field

One thing I did notice is this command is not part of my notepad convention:

“TargetAllowList”: [
“Editor”

Is that something I need to add?

I really appreciate you helping me!

Kirk