Windows 11 update crashes EVERY UE4 project. Now UE4 wont open even after a reinstall. PLEASE HELP

On the 04-05-22 I Did a Windows 11 update. The following day after the evening update, I couldn’t open up ANY of my UE4.27 4.26 OR 4.25 projects. Each and everyone of them would crash. They would have different crash reports.

I’ve just reinstalled 4.27 and this is the crash report after the latest Windows 11 update 17-05-22:

LoginId:a3ee31f34bcc0800e04704b94f85d744
EpicAccountId:c0fa9151a10e494284bdc4878721cb64

Assertion failed: CookedMesh != 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysXSupport.cpp] [Line: 563]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_Engine!FPhysXCookingDataReader::ReadConvexMesh() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysXSupport.cpp:563]
UE4Editor_Engine!FPhysXCookingDataReader::FPhysXCookingDataReader() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysXSupport.cpp:511]
UE4Editor_Engine!UBodySetup::CreatePhysicsMeshes() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:431]
UE4Editor_Engine!UStaticMesh::CreateNavCollision() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:6053]
UE4Editor_Engine!UStaticMesh::PostLoad() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:5303]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1092]
UE4Editor_Engine!UBodySetup::PostLoad() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\PhysicsEngine\BodySetup.cpp:1199]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1092]
UE4Editor_CoreUObject!EndLoad() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1639]
UE4Editor_CoreUObject!<lambda_fc6dac93f63b3d981a3bc8e7f817eeef>::operator()() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1268]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1374]
UE4Editor_CoreUObject!LoadPackage() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1469]
UE4Editor_CoreUObject!ResolveName() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:791]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:853]
UE4Editor_CoreUObject!StaticLoadObject() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:928]
UE4Editor_ComponentVisualizers!ConstructorHelpersInternal::FindOrLoadObject() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ConstructorHelpers.h:36]
UE4Editor_ComponentVisualizers!AManipulator::AManipulator() [D:\Build++UE4\Sync\Engine\Source\Editor\ComponentVisualizers\Private\Manipulator.cpp:12]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:3791]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:911]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:1003]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UE4Editor_Core!TMulticastDelegate<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:955]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:519]
UE4Editor_Core!FModuleManager::LoadModule() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:353]
UE4Editor_UMG!FUMGModule::StartupModule() [D:\Build++UE4\Sync\Engine\Source\Runtime\UMG\Private\UMGModule.cpp:38]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:538]
UE4Editor_Core!FModuleManager::LoadModule() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:353]
UE4Editor!FEngineLoop::LoadStartupCoreModules() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3801]
UE4Editor!FEngineLoop::PreInitPostStartupScreen() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3139]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:132]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!LaunchWindowsStartup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I fixed the issue after a second uninstall (not using the uninstall from the Epic Launcher) I also uninstalled UE5. I then went to every Epic and Unreal Engine folder on my C drive and deleted them.
After deleting everything I did a fresh install.
After a very long time my project opened up!

I’d like to repeat that this was the second time this has happened after a Windows 11 update. Not sure what its doing… but they don’t like each other very much.

1 Like