Crash when exiting immersive mode after using content browser

UE 4.7.2 is crashing for me every time I want to leave immersive mode after having attempted to open content through the content browser. The content itself never loads either, but a loadbar appears for a brief moment. The viewport being used appears to remain fully functional, UE4 crashes only once I attempt to leave immersive mode (either by pressing F11, clicking that top right viewport button or unchecking the ‘Immersive mode’ box).

Everything works fine otherwise when I’m not using immersive mode.

*edit:
I’ve done some more testing and found that the crash only happens when opening content that has not yet been opened outside of immersive mode.
So when I use this order it doesn’t crash:

  1. Open editor

  2. Keep the viewports small (no immersive mode)

  3. Open a content piece in the content browser (model, texture etc.) then close it again

  4. Go into immersive mode

  5. Open that same content piece

  6. Content loads fine, no crashes when leaving immersive mode
    All other content that I didn’t open outside of immersive mode still causes the crash.*

    MachineId:94E133D7495A22986E20738999062485
    EpicAccountId:373458fd106f4ebeb77d7d72a9f645e6

    Unknown exception - code 00000001 (first/second not available)

    Assertion failed: IsValid() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 658]

    KERNELBASE + 37901 bytes
    UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
    UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
    UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
    UE4Editor_LevelEditor!FLevelViewportLayout::MaximizeViewport() + 1275 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\leveleditor\private\levelviewportlayout.cpp:381]
    UE4Editor_LevelEditor!FLevelViewportLayout::Tick() + 278 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\leveleditor\private\levelviewportlayout.cpp:685]
    UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() + 164 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
    UE4Editor_UnrealEd!UEditorEngine::Tick() + 1635 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1110]
    UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
    UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
    UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
    UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Greetings Logithx,

Thank you for providing us with the call stack and the steps you’ve taken to reproduce this issue within the Editor. I was looking at this issue earlier and there is currently a bug tasked out to our developers to correct this. The reference for this bug is: UE-11324.

This specific issue has not yet been fixed by our developers, but we are working diligently to have this corrected as soon as possible.

If you happen to have any other questions or concerns, please feel free to contact us again.
Thanks so much!