Unreal Engine The Following Modules Are Missing Or Built With a Different Engine Version: Would You Like To Rebuild Them Now?

Hello,

I am running a Dell Inspiron 14 5000 2 in 1 AMD Ryzen 5 Radeon. When I open my project in Unreal Engine 4.2.3 which is the same version I built the project with I get this exception: Unreal Engine The Following Modules Are Missing Or Built With a Different Engine Version: Would You Like To Rebuild Them Now?

This is the crash report I get:

LoginId:376041b141ec315640cd89b4c2d33692
EpicAccountId:85f30237e1aa4992895b141001308bf3

Assertion failed: InPos <= Size [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\HAL\FileManagerGeneric.cpp] [Line: 655] Attempted to seek past the end of file (3438/388), file: …/…/…/…/…/…/Users/15039/Documents/Unreal Projects/Hero1/Content/Blueprints/NewBlueprint.uasset. The file is most likely corrupt.

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_AssetRegistry
UE4Editor_AssetRegistry
UE4Editor_AssetRegistry
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

Here is the contents of the cpp files:

// Fill out your copyright notice in the Description page of Project Settings.

//#include
#include “hero.h”
#include “Modules/ModuleManager.h”
#include"AssertionMacros.h"
#include “C:\Program Files\Epic Games\UE_4.22\Engine\Source\Runtime\XmlParser\Public\FastXml.h”
#include “C:\Program Files\Epic Games\UE_4.22\Engine\Source\ThirdParty\WebRTC\VS2013_friendly\include\Win64\VS2015\webrtc\base\array_view.h”
#include “C:\Program Files\Epic Games\UE_4.22\Engine\Source\ThirdParty\Linux\LibCxx\include\c++\v1\stdio.h”
void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
//check(PlayerInputComponent);
//PlayerInputComponent->BindRails(“Forward”, this, &ABasicCharacter:MoveForward);

//PlayerInputComponent->BindRails("Right", this, &ABasicCharacter:MoveRight);

// Mouse axis binding
//PlayerInputComponent->BindRails("LookUp", this, &APawnCharacter:AddControllerPitchInput);
//PlayerInputComponent->BindRails("Forward", this, &ABasicCharacter:AddControllerYawInput);

}
/*
void Hero::LookUpAtRate(float value)
{
//AddControllerPitchInput(Value * BaseTurnRate,)
}
*/

//void Hero::MoveForward(float value)
{
//const FRotator Rotation = AController->GetControlRotation();
//const FRotator YawRotation(0, Rotation.Yaw, 0);
//const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
//AddMovement(Direction, Value);
/*
if ((Controller) && (value != 0.0f))
{
if (val != 0)
{
AddMovementInput(GetActorForwardVector(), val);
}
}
*/
//}

/*

void Hero::TwoWaySaveSystem()
{
int SaveDataInt = 0;
FVector SaveDataVector = FVector();
TArray& SaveDataRotatorArray;
FArchive& ar = FArchive();

ar << SaveDataInt;

//HRESULT hr = CoInitialize(NULL);;

}
*/

/*void Hero::SimpleAction()
{
UE_LOG(LogTemp, Warning, TEXT(“E was pressed”));

}

void Hero::SimpleAction()
{
UE_LOG(LogTemp, Warning, TEXT(“P was pressed”));

}
*/

//void Hero::MoveRight(float value)
//{

//const FRotator Rotation = AController->GetControlRotation();
//const FRotator YawRotation(0, Rotation.Yaw, 0);
//const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
//AddMovement(Direction, Value);
//if((Controller) && (value != 0.0f))

/*
if (val != 0)
{
	AddMovementInput(GetActorForwardVector(), val);
}

APlayerController
{
	1
};

if ((Controller) && (value != 0.0f))
{
	//const FRotator Rotation = Controller->GetControlRotation();

}*/

//}
/*
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, hero, “hero” );

void Hero::MoveForward(float value)
{
if ((Controller) && (value != 0.0f))
{
//const FRotator Rotation = Controller->GetControlRotation();
//const FRotator YawRotation(0, Rotation.Yaw, 0);
//const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(Exis::X);
//AddMovementInput(Direction, Value);
}
}

void Hero::PostInitProperties()
{
//Super::PostInitProperties();
DamagePerSecond = TotalDamage / DamageTimeInSeconds;
}

void Hero::MoveRight(float value)
{
}
*/
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include “CoreMinimal.h”
#include “Controller.generated.h”
#include “PrimitiveComponent.h”
class Hero
{
public:
/*
void MoveRight(float value);
void MoveForward(float value);
void TurnAtRate(float value);
void TwoWaySaveSystem();
UPROPERTY(VisibleAnywhere, Category = “Trigger Capsule”)
class UCapsuleComponent* TriggerCapsule;
/
//void LookUpAtRate(float value)
//UFUNCTION()
//void SimpleAction();
//void SetupPlayerInputComponent(class UInputComponent
PlayerInputComponent);
/*
int Direction;
bool * Controller;
void MoveForward(float value);

	void PostInitProperties();
	int DamagePerSecond, TotalDamage, DamageTimeInSeconds;
	*/
	//UFUNCTION()
	//void onOverlapBegin(UPrimitiveComponent* OverlappedComp);

};

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class hero : ModuleRules
{
public hero(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

	PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

	PrivateDependencyModuleNames.AddRange(new string[] {  });

	// Uncomment if you are using Slate UI
	// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
	
	// Uncomment if you are using online features
	// PrivateDependencyModuleNames.Add("OnlineSubsystem");

	// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}

}

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include “CoreMinimal.h”
#include “GameFramework/Character.h”
#include “BaseCharacter.generated.h”

UCLASS(Blueprintable)
class HERO_API ABaseCharacter : public ACharacter
{
GENERATED_BODY()

public:

// make a health property
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Base Character")
	float Health = 100;
// make an isDead property
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Base Character")
	bool isDead = false;
// calculate death function (helper)
virtual void CalculateDead();

// calculate health function
UFUNCTION(BlueprintCallable, Category = "Base Character")
	virtual void CalculateHealth(float delta);

#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif

public:
// Sets default values for this character’s properties
ABaseCharacter();

protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;

public:
// Called every frame
virtual void Tick(float DeltaTime) override;

// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

// Fill out your copyright notice in the Description page of Project Settings.

#include “BaseCharacter.h”

/*
// Sets default values
ABaseCharacter::ABaseCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don’t need it.
PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void ABaseCharacter::BeginPlay()
{
Super::BeginPlay();

}

// Called every frame
void ABaseCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void ABaseCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);

}

//Implement CalculateHealth
void ABaseCharacter::CalculateHealth(float Delta)
{
Health += Delta;
CalculateDead();
}
//Implement CalculateDead
void ABaseCharacter::CalculateDead()
{
if (Health <= 0)
isDead = true;
else
isDead = false;

}
//Implement PostEditChangeProperty
#if WITH_EDITOR
//Step 3: Implement the remainder of our helper code, used by the editor when we change values.
void ABaseCharacter::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
isDead = false;
Health = 100;

Super::PostEditChangeProperty(PropertyChangedEvent);

CalculateDead();

}

#endif*/