Unreal Project Suddenly Crashing on Loading

I’m not sure what I did, but my project now crashes when loading at 45%. I have tried suggestions like deleting the Intermediate and Saved folder, as well as rolling back to previous versions of the project a few days back.

Unfortunately that still doesn’t work, and I can no longer open up my project. I tried looking for other similar posts here but can’t seem to find anything that works.

Here’s my crash log if it helps, and let me know if you need any other info from me.

Not using cached read wrapper
Started task graph with 5 named threads and 35 total threads with 3 sets of task threads.
Stats thread started at 0.430649
Loaded GFSDK_Aftermath_Lib.x64.dll
ICU TimeZone Detection - Raw Offset: -8:00, Platform Override: ‘’
Mounting plugin Paper2D
Mounting plugin AISupport
Mounting plugin LightPropagationVolume
Mounting plugin CLionSourceCodeAccess
Mounting plugin CodeLiteSourceCodeAccess
Mounting plugin GitSourceControl
Mounting plugin KDevelopSourceCodeAccess
Mounting plugin NullSourceCodeAccess
Mounting plugin PerforceSourceControl
Mounting plugin SubversionSourceControl
Mounting plugin UObjectPlugin
Mounting plugin VisualStudioCodeSourceCodeAccess
Mounting plugin VisualStudioSourceCodeAccess
Mounting plugin XCodeSourceCodeAccess
Mounting plugin AssetManagerEditor
Mounting plugin CryptoKeys
Mounting plugin DataValidation
Mounting plugin EditorScriptingUtilities
Mounting plugin FacialAnimation
Mounting plugin GameplayTagsEditor
Mounting plugin MacGraphicsSwitching
Mounting plugin MeshEditor
Mounting plugin MobileLauncherProfileWizard
Mounting plugin PluginBrowser
Mounting plugin SpeedTreeImporter
Mounting plugin DatasmithContent
Mounting plugin AlembicImporter
Mounting plugin AppleImageUtils
Mounting plugin AppleVision
Mounting plugin BackChannel
Mounting plugin CharacterAI
Mounting plugin GeometryCache
Mounting plugin HTML5Networking
Mounting plugin ProxyLODPlugin
Mounting plugin MagicLeap
Mounting plugin MagicLeapEmulator
Mounting plugin MagicLeapMedia
Mounting plugin AndroidMedia
Mounting plugin AvfMedia
Mounting plugin ImgMedia
Mounting plugin LinearTimecode
Mounting plugin MediaCompositing
Mounting plugin MediaPlayerEditor
Mounting plugin WmfMedia
Mounting plugin TcpMessaging
Mounting plugin UdpMessaging
Mounting plugin ActorSequence
Mounting plugin LevelSequenceEditor
Mounting plugin MatineeToLevelSequence
Mounting plugin NetcodeUnitTest
Mounting plugin NUTUnrealEngine4
Mounting plugin OnlineSubsystemGooglePlay
Mounting plugin OnlineSubsystemIOS
Mounting plugin OnlineSubsystem
Mounting plugin OnlineSubsystemNull
Mounting plugin OnlineSubsystemUtils
Mounting plugin LauncherChunkInstaller
Mounting plugin AndroidDeviceProfileSelector
Mounting plugin AndroidMoviePlayer
Mounting plugin AndroidPermission
Mounting plugin AppleMoviePlayer
Mounting plugin ArchVisCharacter
Mounting plugin AudioCapture
Mounting plugin CableComponent
Mounting plugin CustomMeshComponent
Mounting plugin EditableMesh
Mounting plugin ExampleDeviceProfileSelector
Mounting plugin GoogleCloudMessaging
Mounting plugin ImmediatePhysics
Mounting plugin IOSDeviceProfileSelector
Mounting plugin LinuxDeviceProfileSelector
Mounting plugin LocationServicesBPLibrary
Mounting plugin MobilePatchingUtils
Mounting plugin PhysXVehicles
Mounting plugin ProceduralMeshComponent
Mounting plugin RuntimePhysXCooking
Mounting plugin WindowsMoviePlayer
Mounting plugin DatasmithCADImporter
Mounting plugin DatasmithFBXImporter
Mounting plugin DatasmithImporter
Mounting plugin DatasmithMDLImporter
Mounting plugin StaticMeshEditorExtension
Took 0.111s to configure plugins.
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_perception_client.dll
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_perception_client.dll
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_graphics.dll
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_lifecycle.dll
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_input.dll
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_secure_storage.dll
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_identity.dll
Dll loaded: C:\Users\node\MagicLeap\mlsdk\v0.16.0/lib/win64/ml_privileges.dll
Using libcurl 7.55.1-DEV

  • built for x86_64-pc-win32
  • supports SSL with OpenSSL/1.0.2h
  • supports HTTP deflate (compression) using libz 1.2.8
  • other features:
    CURL_VERSION_SSL
    CURL_VERSION_LIBZ
    CURL_VERSION_IPV6
    CURL_VERSION_ASYNCHDNS
    CURL_VERSION_LARGEFILE
    CURL_VERSION_IDN
    CurlRequestOptions (configurable via config and command line):
  • bVerifyPeer = false - Libcurl will NOT verify peer certificate
  • bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
  • bDontReuseConnections = false - Libcurl will reuse connections
  • CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
  • MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
  • LocalHostAddr = Default
  • BufferSize = 65536
    WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    Build: ++UE4+Release-4.20-CL-4302132
    Engine Version: 4.20.2-4302132+++UE4+Release-4.20
    Compatible Engine Version: 4.20.0-4212847+++UE4+Release-4.20
    Net CL: 4212847
    OS: Windows 10 (), CPU: Intel(R) Core™ i7-3930K CPU @ 3.20GHz, GPU: NVIDIA Quadro P6000
    Compiled (64-bit): Aug 21 2018 02:06:06
    Compiled with Visual C++: 19.13.26129.00
    Build Configuration: Development
    Branch Name: ++UE4+Release-4.20
    Command Line:
    Base Directory: d:/Program Files/Epic Games/UE_4.20/Engine/Binaries/Win64/
    Installed Engine Build: 1
    Number of dev versions registered: 20
    Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
    Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
    Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
    Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 24
    Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 34
    Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 2
    Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
    Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
    Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
    Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
    Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 26
    Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 9
    Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 2
    Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
    Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3
    Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17
    Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
    Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
    FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 12
    Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 1
    Took 0.000s to delete old logs.
    Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
    Object subsystem initialized
    Selected Device Profile: [Windows]
    Applying CVar settings loaded from the selected device profile: [Windows]
    Platform has ~ 32 GB [34308562944 / 34359738368 / 32], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
    Setting Device Profile CVar: [[r.Vulkan.UseRealUBs:1]]
    Going up to parent DeviceProfile []
    Computer: DON
    User: Don
    CPU Page size=4096, Cores=6
    High frequency timer resolution =10.000000 MHz
    Memory total: Physical=32.0GB (32GB approx)
    Platform Memory Stats for Windows
    Process Physical Memory: 101.26 MB used, 101.26 MB peak
    Process Virtual Memory: 86.00 MB used, 86.00 MB peak
    Physical Memory: 9030.68 MB used, 23688.52 MB free, 32719.20 MB total
    Virtual Memory: 4655.63 MB used, 23688.52 MB free, 134217728.00 MB total
    Using OS detected language (en-US).
    Using OS detected locale (en-US).
    No specific localization for ‘en-US’ exists, so the ‘en’ localization will be used.
    Took 0.459s to InitEngineTextLocalization.
    Setting process to per monitor DPI aware
    New Slate User Created. User Index 0, Is Virtual User: 0
    Slate User Registered. User Index 0, Is Virtual User: 0
    D3D11 adapters:
    0. ‘NVIDIA Quadro P6000’ (Feature Level 11_0)
    24424/0/16359 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
    1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
      0/0/16359 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
      Chosen D3D11 Adapter: 0
      Creating new Direct3DDevice
      GPU DeviceId: 0x1b30 (for the marketing name, search the web for “GPU Device Id”)
      EnumDisplayDevices:
    2. ‘NVIDIA Quadro P6000’ (P:1 D:1)
    3. ‘NVIDIA Quadro P6000’ (P:0 D:1)
    4. ‘NVIDIA Quadro P6000’ (P:0 D:0)
    5. ‘NVIDIA Quadro P6000’ (P:0 D:0)
      DebugString: FoundDriverCount:4
      Adapter Name: NVIDIA Quadro P6000
      Driver Version: 397.93 (internal:24.21.13.9793, unified:397.93)
      Driver Date: 5-22-2018
      Texture pool is 17096 MB (70% of 24424 MB)
      Async texture creation enabled
      GPU Timing Frequency: 1000.000000 (Debug: 2 2)
      Guid format shader working directory is -1 characters bigger than the processId version (…/…/…/…/…/…/GitLab/Shipyard_Candlestick/Intermediate/Shaders/WorkingDirectory/18128/).
      Cleaned the shader compiler working directory ‘C:/Users/node/AppData/Local/Temp/UnrealShaderWorkingDir/04A82FD544619BD44947D8854C8A24EA/’.
      Loaded TP AllDesktopTargetPlatform
      Loaded TP MacClientTargetPlatform
      Loaded TP MacNoEditorTargetPlatform
      Loaded TP MacServerTargetPlatform
      Loaded TP MacTargetPlatform
      Loaded TP WindowsClientTargetPlatform
      Loaded TP WindowsNoEditorTargetPlatform
      Loaded TP WindowsServerTargetPlatform
      Loaded TP WindowsTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP AndroidTargetPlatform
      Loaded TP HTML5TargetPlatform
      Loaded TP IOSTargetPlatform
      Loaded TP IOSTargetPlatform
      Loaded TP TVOSTargetPlatform
      Loaded TP TVOSTargetPlatform
      Loaded TP LinuxClientTargetPlatform
      Loaded TP LinuxNoEditorTargetPlatform
      Loaded TP LinuxServerTargetPlatform
      Loaded TP LinuxTargetPlatform
      Loaded TP LuminTargetPlatform
      Building Assets For Windows
      Cleaning working directory: C:/Users/node/AppData/Local/Temp/UnrealXGEWorkingDir/
      Using XGE Shader Compiler (Interception Interface).
      Max Cache Size: 512 MB
      Loaded boot cache 0.05s 70MB C:/Users/node/AppData/Local/UnrealEngine/4.20/DerivedDataCache/Boot.ddc.
      Loaded Boot cache: C:/Users/node/AppData/Local/UnrealEngine/4.20/DerivedDataCache/Boot.ddc
      FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/GitLab/Shipyard_Candlestick/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
      Unable to find inner node Pak for hierarchical cache Hierarchy.
      FDerivedDataBackendGraph: CompressedPak pak cache file …/…/…/…/…/…/GitLab/Shipyard_Candlestick/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
      Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
      Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
      Using Local data cache path C:/Users/node/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
      Shared data cache path not found in *engine.ini, will not use an Shared cache.
      Unable to find inner node Shared for hierarchical cache Hierarchy.
      Verifying Global Shaders for PCD3D_SM5
      Using FreeType 2.6.0
      SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
      FAssetRegistry took 0.0266 seconds to start up
      Selected Device Profile: [Windows]
      Simplygon DLL not present - disabling.
      Using SimplygonSwarm for distributed automatic mesh merging
      Using ProxyLODMeshReduction for automatic mesh merging
      Using QuadricMeshReduction for automatic static mesh reduction
      No automatic skeletal mesh reduction module available
      Shipyard_Candlestick 1.0.0, NetCL: 4212847, EngineNetVer: 5, GameNetVer: 0 (Checksum: 2254627269)

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks