4.7 crashing after migrating assets to project. How to fix?

I was working for a few days on a project, and kept needing resources from other ue4 projects I’d started, and so I got the idea that i’d just migrate everything into that one master project (and then, presumably, at the end when I had something, i’d cut what wasn’t used).

The only problem is that now I can’t open the project. It crashes on a lavel load with my specific game type, it crashes if I override the game type to my custom game type, and it crashes when I try to open up my game type to see what’s going on.

I looked through the answer forum and there were several crash reports but they all seemed from different reasons.
Please let me know if there’s any way I might be able to salvage my project - there’s a lot of work I’m hoping I can still use! :slight_smile:

Crashlog copied below:


MachineId:B6A21D86476F3C95E52ED0A7FD26801D
EpicAccountId:1a0575ea84d346f0ae4e6fbce5ec636e

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

Assertion failed: Component [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\Blueprint.cpp] [Line: 1122]

KERNELBASE + 26840 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!UBlueprint::ChangeOwnerOfTemplates() + 426 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\blueprint.cpp:1123]
UE4Editor_Engine!UBlueprint::PostLoadSubobjects() + 23 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\blueprint.cpp:1222]
UE4Editor_CoreUObject!UObject::ConditionalPostLoadSubobjects() + 61 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:717]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() + 446 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:625]
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() + 1599 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:847]
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_ContentBrowser!FAssetData::GetAsset() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\assetregistry\public\assetdata.h:178]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() + 1131 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1576]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper cdecl(TArray const & ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() + 87 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void cdecl(TArray const & ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() + 71 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() + 823 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\editor\contentbrowser\private\sassetview.cpp:3207]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper cdecl(TSharedPtr)>::Execute() + 97 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void cdecl(TSharedPtr)>::ExecuteIfSafe() + 90 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!TBaseDelegate >::ExecuteIfBound() + 86 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:518]
UE4Editor_ContentBrowser!SListView >::Private_OnItemDoubleClicked() + 63 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\public\widgets\views\slistview.h:693]
UE4Editor_ContentBrowser!STableRow >::OnMouseButtonDoubleClick() + 223 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\public\widgets\views\stablerow.h:252]
UE4Editor_Slate!::operator()() + 30 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3918]
UE4Editor_Slate!FEventRouter::Route >() + 189 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:202]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() + 471 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3919]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() + 315 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3900]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 3176 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1315]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 318 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1669]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 4016 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 114 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:604]
user32 + 9268 bytes
user32 + 8855 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:774]
UE4Editor!FEngineLoop::Tick() + 3737 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2233]
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]

Hi -

Can you step me through the process you used to migrate your assets into the Master Project and were you migrating assets from different versions of the engine? Also the assets, did any of them share the name of the other assets already in the level, in particular the game mode which seems to be causing you issues.

Also Try going into the Project’s DefaultEngine.ini Config File and changing the EditorStartupMap to a different map then what you have currently selected, or leave it blank and see if the project opens without a crash.

Thank You -

Eric Ketchum

I’ve tried it with other maps → crashes.

I’ve tried to delete all the imported things → still crashes, as soon as I select that game mode.

I’ve tried deleting the folders in the Saved/ so that any presets were reset.

My GameMode file crashes UE4 when I click it.|

The game mode doesn’t have a duplicate file.

I’m not really sure what to do in this situation. Do a lot of people develop projects and then have to start over when something doesn’t work right?

imagine that i’m doing the Endless Runner tutorials, where my Game Mode builds tiles on the construction script.
The game mode and any referenced tiles all crash the browser if I right click them to try to migrate them. It crashes if i try to set the game mode to the Runner game mode or open any of the individual tile blueprints that would be generated.

Hi -

Can you share a small version of your project that exhibits the same crash behavior with us? If it is too large to attach here you can link to a dropbox or google drive location. And, if you would like to keep it private, feel free to message me on the Forums with the link location.

Thank You

Eric Ketchum

Hi -

Thank your assistance I was able to trace this is a known issue, UE-17673 for reference, that has been fixed internally and should be pushed to the engine soon.

Eric Ketchum