What is this error about?

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Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1067]
Array index out of bounds: 1 into an array of size 1

UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Hello there @Sagittarius22!

The error you are getting sounds like UE is having trouble accesing an element in an array, either because it’s corrupted, or it doesn’t exist. The problem is, that there are multiple causes for this type of behaviour.

When do you get this crash? Are you able to open your project, or does it fail on load? Or does it happen when manipulating a certain asset?

From what we have now, I can only suggest a cache clear to rule out corruption. Close your project, go to it’s main directory, and delete folders Saved, Intermediate, and DerivedDataCache. After that, re-open the project, and allow it to rebuild.

I would also suggest clearing up your current GPU driver install using DDU, then installing the latest set of drivers. If you are on nVidia, please test the Studio Drivers.

Hey thanks for the response!

This usually occurs on several occasions like when I am navigating to a certain part of a map, or switching between levels both from persistent level(level tab) or opening a different level entirely but this happens rarly. sometimes its random.

Only fix that I finds that works is by deleting my PLA actor folders which contains both PLAs and BPs from the directory itself and open the project let it load then close it and then agian undo those deletes to get my PLAs and BPs back.

Hello again!

Thanks for the additional details, I think we are going somewhere. That workaround you are using, deleting and restoring your PLA/BP folders, it would cause UE to hold stale/broken references.

When you delete the folders, the engine clears the registry for those assets. Then, when you restore them, it’s forced to register them back. Now, when you navigate or switch between levels, UE tries to load and resolve all actor references in those areas. If any of your PLAs/BPs contain broken references (like pointing to a component that was moved or deleted), the renderer tries to access an array slot for something that no longer exists, and crashes.

To resolve this without the workaround, you can test the following methods:

  • In your content browser, pick the main folder that contains all your PLAs and BPs, right click on it, and select “Fix Up Redirectors”. This should fix any broken references between the assets

  • If the crash continues, check your output log in order to pinpoint the specific PLA or BP that’s being accesed at the time of the crash

  • A deeper approach, would be to open each BP one by one, and look for any variables that hold references to other actors or assets that could have been moved/deleted. If you find any, set those variables to None

  • If you find any of your PLAs suspicious, but there’s nothing wrong inside, simply open them, make a small change inside, then commit/repack

  • Also, check that your PLAs are all using the same ammount of LODs and material slots, as any difference between iterations can result in your “array out of bounds” error

  • Finally, since you are using world partition, please make sure your rebuild your HLODs from time to time

Hey, thanks for the detailed guide.

Here is more info that might help.
I am not using world partition, I am using level streaming.

I think PLAs and BPs are not the issue or maybe it is because After deleting the content from the PLA folder and reopening the project it opens fine but when I unhide a level from levels panel (under persistant level) it will crash with the same error.