Fatal error What is wrong?

so i have been working on a level for a couple of mouth now and the something went wrong. I opened my level on my colleges computer and now it keeps crashing and now when I try on my computer that doesn’t work either. I have tried many thing but now seems to work below it the crash report. Please Help if you can because I need this for college work.

Fatal error: [File:D:\Build++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 147]
Ran out of memory allocating 18446743988371206128 bytes with alignment 0

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\genericplatform\genericplatformmemory.cpp:148]
UE4Editor_Core!FMallocTBB::Realloc() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\hal\malloctbb.cpp:99]
UE4Editor_Engine!TArray,FDefaultAllocator>::ResizeTo() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\containers\array.h:2407]
UE4Editor_Engine!operator<<() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\containers\array.h:1310]
UE4Editor_Engine!LoadVolumeLightSamples() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\precomputedlightvolume.cpp:118]
UE4Editor_Engine!operator<<() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\precomputedlightvolume.cpp:187]
UE4Editor_Engine!ULevel::Serialize() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\level.cpp:405]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3410]
UE4Editor_CoreUObject!EndLoad() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1512]
UE4Editor_CoreUObject!LoadPackageInternalInner() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1228]
UE4Editor_CoreUObject!LoadPackage() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1400]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2399]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5998]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5479]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:624]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2252]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3480]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:302]
UE4Editor_UnrealEd!EditorInit() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealed.cpp:89]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:140]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Try deleting the datachache, saved and intermediate folders from your project

it didn’t work i am still getting the same message

help I need it fixed

Bumping this as same issue - and several other closed logs (closed due to no respeose in 3 days) highlighting the same issue - so likely there is a bug.

Example of other logs:

In my case, I have been testing a few things using a First Person Character default theme. I have set up a reticule on the right mouse (simply sets the FOV and shows a reticule on the HUD) - which works fine. I have also set up some c++ and Blueprint classes to handle penetration based on physical material - this uses a binary file (as DataTables is completely whacked and crashes after set up) which is read once in a Global class. All this works fine in itself. The left mouse button is standard Blueprint and fires the standard huge projectile as per default - only thing I changed here was the initial velocity and put in some debug lines).
Now if I start the game and press anything other than left mouse button first - say right MB to get the zoom/reticule, then I can shoot away (using the left MB) and no problems.
However, if the first thing I do is the left click shoot - the editor locks up and then crashes…logs:

[2016.11.27-10.41.39:429][589]PIE: Info Play in editor start time for /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap -0.487
[2016.11.27-10.41.39:429][589]LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap' with GeneratedClass '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap_C' with ClassGeneratedBy '/Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonExampleMap'
[2016.11.27-10.41.41:976][623]LogBlueprintUserMessages: [FirstPersonCharacter_C_1] ADDED PROJECTILE
[2016.11.27-10.41.41:979][623]LogMemory:Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
[2016.11.27-10.41.41:979][623]LogMemory:Warning: MemoryStats:
	AvailablePhysical 4334731264
	 AvailableVirtual 140734097502208
	     UsedPhysical 1840803840
	 PeakUsedPhysical 1854496768
	      UsedVirtual 2644381696
	  PeakUsedVirtual 2663358464
[2016.11.27-10.41.41:980][623]Allocator Stats for TBB: (not implemented)
[2016.11.27-10.41.41:980][623]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2016.11.27-10.42.42:233][623]LogCrashTracker: 


[2016.11.27-10.42.42:233][623]LogCrashTracker: 


[2016.11.27-10.42.42:233][623]LogWindows:Error: === Critical error: ===
[2016.11.27-10.42.42:233][623]LogWindows:Error: 
[2016.11.27-10.42.42:233][623]LogWindows:Error: Fatal error: [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 147] 
[2016.11.27-10.42.42:233][623]LogWindows:Error: Ran out of memory allocating 18446744072564227002 bytes with alignment 0
[2016.11.27-10.42.42:233][623]LogWindows:Error: 
[2016.11.27-10.42.42:233][623]LogWindows:Error: 
[2016.11.27-10.42.42:233][623]LogWindows:Error: 
[2016.11.27-10.42.42:478][623]LogExit: Executing StaticShutdownAfterError
[2016.11.27-10.42.44:089][623]LogWindows: FPlatformMisc::RequestExit(1)
[2016.11.27-10.42.44:141][623]Log file closed, 11/27/16 11:42:44

This happens everytime. I have put breakpoints on all entry points in my c++, but they are not hit before bug appears (its a Blueprint project btw with some add on c++).

This is also in 4.13.2. Going to download 4.14 to see if it is fixed there.
However, given so many are getting the same issue with different set up (other than the UE version perhaps), it seems there is a bug with initialisation.

Can we keep this log open and link other logs to it - so it doesn’t get canned if OP doesn’t respond. Thanks.

Hallo,
i have the same problem… what can i do maintaining the version 4.13.2?