Steps to Reproduce

This was reported on EPS and reproduced at CL 54846495

  • Compile and run the ShooterGame sample Editor.
  • Open and try to edit any of: /Content/Maps/StartupLabel, /Content/Maps/SanctuaryLabel, /Content/Maps/HighriseLabel

Notice the crash.

Callstack

> UnrealEditor-CoreUObject.dll!UStruct::SerializeVersionedTaggedProperties(FStructuredArchiveSlot Slot, TNotNull<unsigned char *> Data, const UStruct * DefaultsStruct, const unsigned char * Defaults, const UObject * BreakRecursionIfFullyLoad) Line 1927 C++
UnrealEditor-CoreUObject.dll!UStruct::SerializeTaggedProperties(FStructuredArchiveSlot Slot, TNotNull<unsigned char *> Data, const UStruct * DefaultsStruct, const unsigned char * Defaults, const UObject * BreakRecursionIfFullyLoad) Line 1500 C++
UnrealEditor-CoreUObject.dll!UObject::SerializeScriptProperties(FStructuredArchiveSlot Slot) Line 2093 C++
UnrealEditor-CoreUObject.dll!UObject::Serialize(FStructuredArchiveRecord Record) Line 1863 C++
[Inline Frame] UnrealEditor-Engine.dll!UDataAsset::Serialize(FStructuredArchiveRecord) Line 41 C++
UnrealEditor-Engine.dll!UDataAsset::Serialize(FArchive & Ar) Line 113 C++
UnrealEditor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Line 5660 C++
UnrealEditor-CoreUObject.dll!FAsyncPackage2::PreloadLinkerLoadExports(FAsyncLoadingThreadState2 & ThreadState) Line 7919 C++
UnrealEditor-CoreUObject.dll!FAsyncPackage2::Event_PreloadExports(FAsyncLoadingThreadState2 & ThreadState, FAsyncPackage2 * Package) Line 8345 C++
UnrealEditor-CoreUObject.dll!FEventLoadNode2::Execute(FAsyncLoadingThreadState2 & ThreadState) Line 6603 C++
UnrealEditor-CoreUObject.dll!FEventLoadNode2::ParallelLoadingWork(FAsyncLoadingThreadState2 * InParentState) Line 6529 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!FEventLoadNode2::Fire::__l21::<lambda_1>::operator()() Line 6569 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!Invoke(FEventLoadNode2::Fire::__l21::<lambda_1> &) Line 46 C++
UnrealEditor-CoreUObject.dll!UE::Tasks::Private::TExecutableTaskBase<`FEventLoadNode2::Fire'::`21'::<lambda_1>,void,void>::ExecuteTask() Line 873 C++
UnrealEditor-CoreUObject.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 524 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!UE::Tasks::Private::FTaskBase::Init::__l2::<lambda_1>::operator()() Line 186 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!LowLevelTasks::FTask::Init::__l15::<lambda_1>::operator()(const bool) Line 495 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!Invoke(LowLevelTasks::FTask::Init::__l15::<lambda_1> &) Line 46 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1>>'::`15'::<lambda_1>,0>::Call(void *) Line 162 C++
UnrealEditor-CoreUObject.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1>>'::`15'::<lambda_1>,0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Line 171 C++
[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Line 309 C++
UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Line 623 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * InTask) Line 403 C++
[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom(LowLevelTasks::Private::FWaitEvent *) Line 704 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerLoop(LowLevelTasks::Private::FWaitEvent * WorkerEvent, LowLevelTasks::Private::TLocalQueueRegistry<1024,1024>::TLocalQueue * WorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Line 802 C++
[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent * WorkerEvent, LowLevelTasks::Private::TLocalQueueRegistry<1024,1024>::TLocalQueue * WorkerLocalQueue, unsigned int WaitCycles, bool) Line 861 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_1>::operator()() Line 223 C++
[Inline Frame] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 414 C++
UnrealEditor-Core.dll!FThreadImpl::Run() Line 69 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 167 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 79 C++
kernel32.dll!00007ff8dee9e957() Unknown
ntdll.dll!00007ff8dfda427c() Unknown

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Unresolved
ComponentUE - Content - Sample
Affects Versions5.8
CreatedJun 5, 2026
UpdatedJun 7, 2026
View Jira Issue