What does this error want to tell me?

Hey I’ve got a project from a friend of mine in order to work with him as a team, but I can’t open it.
The project uses 3 plugins which I dont have, I have disabled them to start the project anyway but after the engine reaches around 99%, the editor crashes and shows me this error:

Assertion failed: FMath::IsFinite( Q ) [File:d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshsimplifier\private\Quadric.h] [Line: 616]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UE4Editor_QuadricMeshReduction!TQuadricAttr<29>::Evaluate() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshsimplifier\private\quadric.h:618]
UE4Editor_QuadricMeshReduction!TMeshSimplifier<TVertSimp<8>,29>::ComputeNewVerts() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:876]
UE4Editor_QuadricMeshReduction!TMeshSimplifier<TVertSimp<8>,29>::ComputeEdgeCollapseCost() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:888]
UE4Editor_QuadricMeshReduction!TMeshSimplifier<TVertSimp<8>,29>::UpdateEdges() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:1275]
UE4Editor_QuadricMeshReduction!TMeshSimplifier<TVertSimp<8>,29>::SimplifyMesh() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:1495]
UE4Editor_QuadricMeshReduction!FQuadricSimplifierMeshReduction::Reduce() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshsimplifier\private\quadricmeshreduction.cpp:352]
UE4Editor_MeshUtilities!FStaticMeshUtilityBuilder::ReduceLODs() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:3015]
UE4Editor_MeshUtilities!FMeshUtilities::BuildStaticMesh() [d:\build\++ue4+release-4.18+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:3368]
UE4Editor_Engine!FStaticMeshRenderData::Cache() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1317]
UE4Editor_Engine!UStaticMesh::CacheDerivedData() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2265]
UE4Editor_Engine!UStaticMesh::PostLoad() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2632]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:988]
UE4Editor_Engine!UStaticMeshComponent::PostLoad() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:1662]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:988]
UE4Editor_CoreUObject!EndLoad() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1588]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1333]
UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1430]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2492]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5968]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5445]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:672]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2229]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3477]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:348]
UE4Editor_UnrealEd!EditorInit() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:150]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Any ideas how to fix it?

Hi,

Your Editor is crashing during the Mesh Simplification because some asset is doing a bad operation and is getting as result an infinite number. This post have similar crashes: Post 1 Post 2

Try to change the starting scene in you editor to the default or an empty one.

Thank you this works, do you also have an idea how to fix the map?

Well, if your friend can open and edit the level, try to ask him for a new version of that level and try to load it. Try to share an empty level, and then start to adding few object from the other level checking all the time that you can load it until all objects are shared, most probably in that process you will find what asset caused the problem.

If it is still crashing, maybe it is something related to the plugins, he can copy the plugins inside the project (in a plugins folder) to share them with you.