UE4.7.6 crashes when trying to open a specific project

I can open other projects with no problems however, there’s a project that, everytime I try to open it stops loading at 83% giving the error message below:

EDIT: The problem must be in some settings of the Level Blueprint. I cloned my project, removed my Level Blueprint (from the windows explorer) and it loads perfectly fine.

CRASH ERROR:

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

Assertion failed: Level && Level->OwningWorld [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\LevelScriptBlueprint.cpp] [Line: 58]

KERNELBASE + 35740 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_Engine!ULevelScriptBlueprint::CreateLevelScriptNameFromLevel() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\levelscriptblueprint.cpp:59]
UE4Editor_Engine!ULevel::GetLevelScriptBlueprint() + 54 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\level.cpp:1656]
UE4Editor_Kismet!FFindInBlueprintSearchManager::OnAssetAdded() + 568 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\kismet\private\findinblueprintmanager.cpp:673]
UE4Editor_Kismet!FFindInBlueprintSearchManager::BuildCache() + 829 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\kismet\private\findinblueprintmanager.cpp:1181]
UE4Editor_Kismet!FFindInBlueprintSearchManager::Get() + 72 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\kismet\private\findinblueprintmanager.cpp:610]
UE4Editor_Engine!UBlueprint::PostLoad() + 1613 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\blueprint.cpp:548]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() + 455 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:628]
UE4Editor_CoreUObject!EndLoad() + 1724 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1126]
UE4Editor_CoreUObject!LoadPackageInternal() + 2248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:906]
UE4Editor_CoreUObject!ResolveName() + 1483 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:610]
UE4Editor_CoreUObject!StaticLoadObject() + 655 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:697]
UE4Editor_CoreUObject!StaticLoadClass() + 167 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:760]
UE4Editor_Engine!UEngine::InitializeObjectReferences() + 3176 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:1397]
UE4Editor_UnrealEd!UEditorEngine::InitializeObjectReferences() + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:558]
UE4Editor_Engine!UEngine::Init() + 1548 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:728]
UE4Editor_UnrealEd!UEditorEngine::InitEditor() + 46 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:447]
UE4Editor_UnrealEd!UEditorEngine::Init() + 1437 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:602]
UE4Editor_UnrealEd!UUnrealEdEngine::Init() + 45 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:42]
UE4Editor!FEngineLoop::Init() + 1247 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1967]
UE4Editor_UnrealEd!EditorInit() + 920 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealed.cpp:63]
UE4Editor!GuardedMain() + 926 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:133]
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]

Hi Portuswebs,

Could you send me a copy of your project that reproduces the crash? It would be best if I could get hands-on with it and work on trying to figure out the exact cause of the crash and how it could be fixed, as getting rid of your level blueprint isn’t a viable solution.

If you cannot fit the project here, feel free to upload to something such as Dropbox and post the link here or in a private message to me on the forums ().

Hi ,

How do I send you a private message?

First you’ll need to go to the forums at the following link: https://forums.unrealengine.com/

If you do not already have a forum account, you’ll need to create one. After that, you can click ‘Private Messages’ near the top left and then select ‘Send new message’. Then you can put my forum account name, , into the recipients field.

Thanks for providing me with your project through a private message. After some tinkering, I tried running the project on 4.8 Preview 4 and it seems to be working without a problem. It seems that there was a problem with failing to import a blueprint that caused a crash in 4.7, the error is still there when the project opens in 4.8 but it is only that, an error. I would suggest updating to 4.8 Preview 4 as the crash is fixed in this build.

Have a nice day