HELP: UE5 permanently crashes
Hello,
I'm trying to learn UE5, but it keeps crashing permanently.
It is always 1 of these 3 error:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1067]
Array index out of bounds: 1208025088 into an array of size 18728
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:728]
UnrealEditor_AssetRegistry!FAssetRegistryReader::operator<<() [D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistryArchive.cpp:322]
UnrealEditor_CoreUObject!FixedTagPrivate::TSerializer<21>::LoadViewData<FixedTagPrivate::FNumberlessPair>() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\AssetRegistry\AssetDataTagMap.cpp:1156]
UnrealEditor_CoreUObject!FixedTagPrivate::VisitViews<1,FixedTagPrivate::FStore &,`FixedTagPrivate::TSerializer<21>::Load'::`8'::<lambda_1> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\AssetRegistry\AssetDataTagMap.cpp:967]
UnrealEditor_CoreUObject!FixedTagPrivate::LoadStore() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\AssetRegistry\AssetDataTagMap.cpp:1342]
UnrealEditor_AssetRegistry!FAssetRegistryReader::FAssetRegistryReader() [D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistryArchive.cpp:290]
UnrealEditor_AssetRegistry!operator/() [D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetDataGatherer.cpp:5259]
UnrealEditor_AssetRegistry!`UE::AssetDataGather::Private::FPreloader::DelayedInitialize'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetDataGatherer.cpp:5386]
UnrealEditor_AssetRegistry!`ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>'::`2'::FParallelExecutor::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:117]
UnrealEditor_AssetRegistry!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,`ParallelFor'::`2'::<lambda_1>,std::nullptr_t>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:440]
UnrealEditor_AssetRegistry!UE::AssetDataGather::Private::LoadCacheFiles() [D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetDataGatherer.cpp:5314]
UnrealEditor_AssetRegistry!`UE::AssetDataGather::Private::FPreloader::DelayedInitialize'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetDataGatherer.cpp:3730]
UnrealEditor_AssetRegistry!TGraphTask<TAsyncGraphTask<void> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:706]
UnrealEditor_AssetRegistry!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:527]
UnrealEditor_AssetRegistry!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`13'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:365]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724]
UnrealEditor_Core!`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]
2.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000a8 (addresses can be different, not always this one)
3.
You do not have any debugging symbols required to display the callstack for this crash.
4. Or just BSOD
It crashes randomly, or occurs when importing assets, importing foliage, adding assets to the project, starting the project, opening an existing project, creating a new project...
Steps I have tried to fix this:
- Reinstall UE5
- Run it as admin
- Verify installation
- Update GPU drivers
- Launch cmd.exe as admin and run command `fsutil usn createJournal C: m=<SizeInBytes>` <SizeInBytes> defaults to 33554432 (32MB), Recommended <SizeInBytes> is 0x40000000 (1GB). You can see the current value via `fsutil usn queryJournal C:`, 'Maximum Size' field.
I am not using any third-party modules, plugins, etc, just tried to follow a beginner YouTube guide of creating my first map, so nothing fancy.
PC:
- Intel i9-13900KF
- RTX-4090
- 64Gb 6000MHz (2 stick)
Any help or advice is welcome, because it is impossible to work with, cannot get anything done. Thanks
Posted Aug 11, 2025, 1:18 PM UTC
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