[4.7.2] Project crashes on load which worked fine a day before

I have no idea what I should do to be able to work again and not lose my progress. It’s just this project - my main project - other projects still work fine. All my attempts to work from the older version which worked fine last night failed.

Any help or suggestions would be greatly appreciated (I sent all my crashes from last night and today as well so you guys should have all of those in your system.) However, the latest crashes today didnt even produce such a crash report anymore but just a windows crash message. I am really sad right now as I just kinda started to get into the flow with the engine.

Here is one of the messages from today:

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

Assertion failed: BlueprintActionDatabaseImpl::IsObjectValidForDatabase(AssetObject) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionDatabase.cpp] [Line: 1121]

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_BlueprintGraph!FBlueprintActionDatabase::RefreshAssetActions() + 156 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\blueprintgraph\private\blueprintactiondatabase.cpp:1123]
UE4Editor_BlueprintGraph!BlueprintActionDatabaseImpl::OnAssetAdded() + 125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\blueprintgraph\private\blueprintactiondatabase.cpp:803]
UE4Editor_BlueprintGraph!TBaseStaticDelegateInstance::ExecuteIfSafe() + 13 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_AssetRegistry!TBaseMulticastDelegate::Broadcast() + 165 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_AssetRegistry!FAssetRegistry::AddAssetData() + 1860 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\assetregistry\private\assetregistry.cpp:1662]
UE4Editor_AssetRegistry!FAssetRegistry::AssetSearchDataGathered() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\assetregistry\private\assetregistry.cpp:1419]
UE4Editor_AssetRegistry!FAssetRegistry::Tick() + 519 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\assetregistry\private\assetregistry.cpp:1253]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 1809 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1112]
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]

Hello TeamFlow,

I have a few suggestions to try and get your project back up and running while we narrow down your issue.

Suggestions:

  1. I know that you said that you tried booting up an old project, however have you tried using the backup files that are generated automatically? The Default path is: (C:\Users\YourUserName\Documents\Unreal Projects\YourProjectName\Saved\Backup)
  2. Another suggestion is to try and move all of your folders to a clean project (a few assets at a time) and try and figure out if it is a certain asset that is causing the issue.

I also have a few questions about the issue that you are experiencing.

Quick questions:

  1. What operating system are you using?
  2. Are you working with C++ or blueprints
  3. Have you recently upgraded from and older version of the engine to 4.7.2?

Hello Sir Rudy, thank you for your answer.

As impatient as I am, I already went forward with a way the last days which happens to be route 2 of your suggestions (after route 1 didnt help, because thats what I tried first). Clean Project, one by one code + blueprint copying. I even had to name the project exactly the same because otherwise I could not get blueprints parented to their c++ classes. they had to be named exactly the same. That way I got the project running again but it was tedious to say the least, especially because c++ and interconnected blueprints were involved. And I guess I got lucky that I could open the crashing project at least on some attempts so I was able to migrate all the blueprint assets.

OS: Windows 7 64 bit
C++ and Blueprints
I started that project on 4.7.0 I think and upgraded when the updates came out.

Most likely cause for the crashes might have been the fact that I once changed a parent c++ class from Pawn to Character which then influenced the child blueprints but did not really work out good it seems. Also, I started to use a navmesh recently at that time which did not really like to work together with my “procedural floor” (the starter content floor panel spread out as a bigger floor in for loops in a constructor. as a workaround i set those to no collision and made a scaling collision box instead to handle collision). What I also experienced I think was that when I clicked Build and saved the project afterwards, it always crashed from that point on.

I guess you can close this topic as I am not working with that project anymore and I hope those few infos might help you sometime in the future. Thanks again for your time!