unreal crush on start

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Assertion failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 3206]
FName’s 1023 max length exceeded. Got 1794 characters excluding null-terminator:
Camera,PropertyWrapper.DefaultValueCategory.Enemys,PropertyWrapper.DefaultValueCategory.LevelsName,PropertyWrapper.DefaultValueCategory.HintMap,PropertyWrapper.DefaultValueCategory.Hint_Container,PropertyWrapper.DefaultValueCategory.Hint_Visiblity,BP_BigEnemy_C.TransformCommon.Transform,BP_BigEnemy_C.Physics.ConstraintsGroup,BP_BaseEnemy_C.Physics.ConstraintsGroup,BP_ThirdPersonCharacter_C.Physics.ConstraintsGroup,BP_RangedEnemy_C.Physics.ConstraintsGroup,BP_RangedEnemy_C.TransformCommon.Transform,Blueprint.Interfaces.Implemented Interfaces,CapsuleComponent.TransformCommon.Transform,SkeletalMeshComponent.TransformCommon.Transform,StaticMeshActor.Physics.ConstraintsGroup,StaticMeshActor.TransformCommon.Transform,StaticMeshComponent.Physics.ConstraintsGroup,StaticMeshComponent.Materials.MaterialList,StaticMeshComponent.TransformCommon.Transform,K2Node_VariableGet.DefaultValueCategory.Mesh,K2Node_VariableGet.DefaultValueCategory.Enemys,K2Node_VariableGet.DefaultValueCategory.LevelsName,K2Node_VariableGet.Default

UnrealEditor_Core
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UnrealEditor_Core
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UnrealEditor_Core
UnrealEditor
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kernel32
ntdll

Hello there @diegosalazia!

Thank for the log extract, what I can see from it, the engine is crashing due a “FName length limit exceeded” error. This means that an element in your startup contains a string that exceeds UE’s path limit of 1023 characters. The line reads as follows:

FName’s 1023 max length exceeded. Got 1794 characters excluding null-terminator

From the rest of the log, the crash seems to take place when UE tries to process property categories, like the following:

  • Camera,PropertyWrapper.DefaultValueCategory.Enemys
  • BP_BigEnemy_C.TransformCommon.Transform
  • StaticMeshComponent.Materials.MaterialList

In order to fix the problem, we need to take a few steps:

  • First of all, let’s clear the active project’s cache, via navigating to its main directory, and deleting folders Intermediate, Saved, and DerivedDataCache. Restart the engine after that.

  • Next, all the blueprints need to br reviewed, and have their property and variable names shortened, in order to avoid the generation of long strings

  • We can also pinpoint the exact element causing the crash, by checking the full log at …\Saved\Logs\UnrealEditor.log. Look for any entries related to “Failed to load”

After taking all these steps, run your project again. If the issue persists, please send us a copy of the full log, and we will investigate further.