Crash when load my project

I am learning Unreal so i have one project almost empty of content ,
just some actors that change material and use collision .
I use this project as playgroung , and i have some actor that walk around and search for location…

After a crash occurred yesterday i cant load my project anymore, Unreal crash
The last time the file was usable, i was searching on the context sensitive
if there was something like toogle boolean… after that crash i lost the project.

I have tryed to restart unreal , restart the pc ,
its passed a full day and still crashing.

Here is the info that unreal sent out.

MachineId:42FAE02A4BF4FCEE1DF12FBABDFABA43
EpicAccountId:631f598958354009a16fd461a6a1f11b

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

"Assertion failed: InputSink != NULL [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 3004]
"

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_KismetCompiler!FKismetCompilerContext::ExpandTunnelsAndMacros() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3006]
UE4Editor_KismetCompiler!FKismetCompilerContext::ExpansionStep() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2542]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateAndProcessUbergraph() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:2719]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateFunctionList() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3139]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3384]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:99]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:173]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:737]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RegenerateBlueprintClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:1544]
UE4Editor_CoreUObject!FLinkerLoad::RegenerateBlueprintClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:311]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeBlueprint() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:1140]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3190]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3792]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3982]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3505]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2661]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2769]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1032]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2354]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2115]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2402]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2115]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1905]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1815]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:666]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:404]
UE4Editor_CoreUObject!GetPackageLinker() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linker.cpp:570]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:936]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:2335]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:5823]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:5317]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedsrv.cpp:743]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:2014]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:3215]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealed.cpp:86]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Hi Est_engine,

Can you post a copy of your logs here so I can take a look? They are located at \Unreal Projects\PROJECTNAME\saved\logs. Additionally, is this a blueprint or C++ project? Did you get the project from the launcher or github? What steps did you take just before the editor crashed? Does this occur with a new, blank project with no additional content or is it limited to one project?

Hi Thanks for you answer , here is the last log i found, i have loaded the project again so the crash have the today date. my project is named test, so the log .

Does this occur in a clean, blank project with no additional content? What steps are you taking to reproduce this on your end?

  1. Does this occur in a clean, blank project with no additional content?
  2. What steps can I take to reproduce this on my end?

1:i can open new project. load other project. only TEST crash.
2:i just use the launcer to load the project Test, after the loading % it crash.

I can open new project, and other project.
The project named TEST crash just after the loading.
so i cant be sure but i am pretty sure that was a black project, with just the starting content. No fps No third… nothing.

By the way in the project i was assembling blueprints, so there was 4 5 little blueprint that go around or rotate or change materials.

The crash occured with a boolean selected , while i was searching in the context sensitive for a “toggle” boolean.

  • If you remove the blueprints from the project does the error still occur?
  • What do these blueprints do?
  • Can you show me a screenshot of the blueprints that you were adjusting before the crash occurred?

I cant remove the blueprint, because the project crash , if i load the TEST project , unreal load it and crash without letting me do anything…

The blueprints was a simple bot , that moves around.
with 4 cube collision that make it fall, climb or get down a hill…
every tot frame he choose a destination , turn toward that,
moves the main box collision forward, and if is empty he start to walk that way.
i was adding a control, Cast line trace by channel , from the middle of the Main box, to the underground, and checking the distance from the mainbox to the impact point , to know the slope of the ground, and so know if its too steep.
I was making the Booleans that contain this info , i believe…
and crash.

Sorry, dont have a screenshot .

Really there is no way to open back that project? This worry me a bit.

I found the blueprints , in the folder of the project, imported one for one in another,

So i found that its one blueprint that make the crash.
without it the project is loadable.
if i put that blueprint in another project, that project will crush.

i attach the blueprint file , as it is in the folder.

link text

Try going to your \Unreal Projects\PROJECTNAME\saved\backup folder. If you could, try grabbing a copy of your blueprint from this backup folder and save it over the copy in your contents filepath, then attempt to open the project. Are you able to do so without crashing? If so what changes were made between this backup and the copy that crashes?

Hi Est_engine,

I’m happy to hear this is no longer occurring for you. If you experience this crash again, please let me know what changes were made so I can attempt to reproduce it on my end. For now I will mark this as answered for tracking purposes.

Perfect, Thanks ,
Replacing the old version of the blueprint make the project readable again.
Almost all the pins ar also ok .
Thank man.