Cannot Load Project at all!

I created a loop with a break in my HUD script - I guess there was an error with how I set it up, but the editor closed right down completely and now I am unable to open this project at all. Everytime I try to load it, the editor just shuts down. I have a TONNE of work in there that I can’t afford to lose! Is there anyway I can get my blueprints back? I tried importing the blueprints into another new project, and as soon as I go to open the blueprint in the editor, the editor shuts down again. ACK!!! This goes for ANY blueprint that was in the project, including my character, game mode, state etc.
I can’t afford to lose all this hard earned work. What can I do??

This is what I get when I try to open the project from within VS2013

[2014.05.30-20.48.14:768][ 0]LogWindows: Assertion failed: !CoerceProperty->IsA(UArrayProperty::StaticClass()) [File:C:\UnrealEngine-4.2.0-preview\Engine\Source\Editor\KismetCompiler\Private\KismetCompilerVMBackend.cpp] [Line: 359]

 Stack:
 FWindowsPlatformStackWalk::StackWalkAndDump() 0xeb8be5a6 + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-Core.dll]
 FDebug::AssertFailed() 0xeb760f85 + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\runtime\core\private\misc\outputdevice.cpp:176] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-Core.dll]
 FScriptBuilderBase::EmitTermExpr() 0xe701a0c7 + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilervmbackend.cpp:361] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FScriptBuilderBase::EmitTerm() 0xe7019ffb + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilervmbackend.cpp:764] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FScriptBuilderBase::EmitFunctionCall() 0xe701874a + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilervmbackend.cpp:687] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FScriptBuilderBase::GenerateCodeForStatement() 0xe70282a2 + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilervmbackend.cpp:1120] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FKismetCompilerVMBackend::ConstructFunction() 0xe7009a3b + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilervmbackend.cpp:1243] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FKismetCompilerVMBackend::GenerateCodeFromClass() 0xe702850d + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilervmbackend.cpp:1203] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FKismetCompilerContext::Compile() 0xe70057bc + 40 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3265] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FKismet2CompilerModule::CompileBlueprintInner() 0xe70062ed + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:125] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FKismet2CompilerModule::CompileBlueprint() 0xe7005e5a + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:168] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-KismetCompiler.dll]
 FKismetEditorUtilities::CompileBlueprint() 0xe7d09eb3 + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:331] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
 FBlueprintEditorUtils::RegenerateBlueprintClass() 0xe7cd4acd + 25 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:1029] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
 ULinkerLoad::RegenerateBlueprintClass() 0xeb36e326 + 0 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:94] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
 ULinkerLoad::CreateExport() 0xeb3a673b + 14 bytes [File=c:\unrealengine-4.2.0-preview\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3188] [in C:\UnrealEngine-4.2.0-preview\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
 ULinkerLoad::LoadAllObjects() 0xeb3be412 + 10 bytes [File=
 [2014.05.30-20.48.14:769][ 0]LogExit: Executing StaticShutdownAfterError
 [2014.05.30-20.48.14:776][ 0]LogWindows: FPlatformMisc::RequestExit(1)
 The thread 0x16c0 has exited with code 3 (0x3).
 The thread 0x1990 has exited with code 3 (0x3).
 The thread 0xf88 has exited with code 3 (0x3).
 The thread 0x1b40 has exited with code 3 (0x3).
 The thread 0xc28 has exited with code 3 (0x3).
 The thread 0x12d8 has exited with code 3 (0x3).
 The thread 0x1b54 has exited with code 3 (0x3).
 The thread 0xe28 has exited with code 3 (0x3).
 The thread 0x1b7c has exited with code 3 (0x3).
 The thread 0x4b0 has exited with code 3 (0x3).
 The thread 0x60c has exited with code 3 (0x3).
 The thread 0x19ac has exited with code 3 (0x3).
 The thread 0x1728 has exited with code 3 (0x3).
 The thread 0x18b8 has exited with code 3 (0x3).
 The thread 0x1a64 has exited with code 3 (0x3).
 The thread 0x4a4 has exited with code 3 (0x3).
 The thread 0x1ac4 has exited with code 3 (0x3).
 The thread 0xa14 has exited with code 3 (0x3).
 The thread 0x1310 has exited with code 3 (0x3).
 The thread 0x162c has exited with code 3 (0x3).
 The thread 0x964 has exited with code 3 (0x3).
 The thread 0x19dc has exited with code 3 (0x3).
 The thread 0xa28 has exited with code 3 (0x3).
 The thread 0x1a10 has exited with code 3 (0x3).
 The thread 0x844 has exited with code 3 (0x3).
 The thread 0x3bc has exited with code 3 (0x3).
 The thread 0xf04 has exited with code 3 (0x3).
 The program '[5524] UE4Editor.exe' has exited with code 3 (0x3).

Ok so this was a blueprint that created this issue? You could also make sure your Launcher engine did not get corrupted and do a verify from the UE4 launcher to make sure all files are still intact.

It’s not the launcher, because the launcher runs any other project fine sadly :frowning:
This is so frustrating…months of work nearly taken off my list because of it.
I’ve done a complete reinstall/recompile of the editor and its no issue there.
And yes, it was a blueprint that caused this issue.

I think I saw that you got around this on the forums, but in the future if you feel a specific blueprint is causing an editor crash and you can’t open the project, go into your asset folders and remove the blueprint file from the folder. This should let you load your project.

Then, in some cases you can drop the blueprint back in the folder while the editor is open and fix your blueprint.

In other cases you may want to find the Autosave for that blueprint and drop it in the folder instead.

I also had an issue where a for each loop with a break basically corrupting my project in 4.4.3. I had to roll back a day of work because of it.