Unreal engine 5 crashes as soon as I start my specific project.

LoginId:94cd3bfc455baaefa6b31ebcc843917e
EpicAccountId:5eca9e12f5ea454d90eefdf7eb94a492

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000064800070

UnrealEditor_Core!mi_free() [D:\build++UE5\Sync\Engine\Source\ThirdParty\mimalloc\src\alloc.c:486]
UnrealEditor_Core!FMemory::Free() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:80]
UnrealEditor_Core!FString::~FString()
UnrealEditor_Engine!TSparseArray<TSetElement<TTuple<FString,FTexturePlatformData *> >,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator> >::~TSparseArray<TSetElement<TTuple<FString,FTexturePlatformData *> >,TSparseArrayAllocator<TSiz() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\SparseArray.h:90]
UnrealEditor_Engine!UTexture2D::`scalar deleting destructor’()
UnrealEditor_Engine!FDistanceFieldVolumeData::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\DistanceFieldAtlas.cpp:166]
UnrealEditor_Engine!FStaticMeshRenderData::Cache() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:2984]
UnrealEditor_Engine!UStaticMesh::CacheDerivedData() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4919]
UnrealEditor_Engine!UStaticMesh::ExecutePostLoadInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5561]
UnrealEditor_Engine!FAsyncTask::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:303]
UnrealEditor_Engine!FAsyncTask::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:328]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\QueuedThreadPoolWrapper.cpp:21]
UnrealEditor_Core!<lambda_925f6c2453012060ddab4eb171196a20>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:333]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<void __cdecl(bool),48>::TTaskDelegateImpl<<lambda_925f6c2453012060ddab4eb171196a20>,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:426]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:280]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:320]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_776551d1e343b6cb7eaf0e5521c77c81>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:549]
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:146]

I have this problem in UE4 when I open the corrupted level.