Syncing to source control will cause a crash if a texture is synced that is being referenced by an open material editor, even if the texture hasn't been modified. A quick solution may be to close the material editor when a sync occurs, but it may be possible for the material editor to better handle the hot reload.
UE4Editor_CoreUObject!PackageReloadInternal::LoadReplacementPackage() [d:\ue4deveditor\engine\source\runtime\coreuobject\private\uobject\packagereload.cpp:261]
UE4Editor_CoreUObject!ReloadPackages() [d:\ue4deveditor\engine\source\runtime\coreuobject\private\uobject\packagereload.cpp:451]
UE4Editor_UnrealEd!PackageTools::ReloadPackages() [d:\ue4deveditor\engine\source\editor\unrealed\private\packagetools.cpp:608]
UE4Editor_UnrealEd!PackageTools::ReloadPackages() [d:\ue4deveditor\engine\source\editor\unrealed\private\packagetools.cpp:425]
UE4Editor_ContentBrowser!ContentBrowserUtils::SyncPathsFromSourceControl() [d:\ue4deveditor\engine\source\editor\contentbrowser\private\contentbrowserutils.cpp:2152]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<1,FPathContextMenu,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\ue4deveditor\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<1,FPathContextMenu,0,void __cdecl(void)>::ExecuteIfSafe() [d:\ue4deveditor\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1037]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:988]
UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\ue4deveditor\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:156]
UE4Editor_Slate!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\ue4deveditor\engine\source\runtime\core\public\templates\tuple.h:504]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\ue4deveditor\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\ue4deveditor\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\ue4deveditor\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:282]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:385]
UE4Editor_Slate!<lambda_1002768c627006711ef2f351a87ec0e7>::operator()() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5442]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:268]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5431]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5929]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\ue4deveditor\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5909]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\ue4deveditor\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1726]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\ue4deveditor\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2172]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\ue4deveditor\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:889]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\ue4deveditor\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:726]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\ue4deveditor\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\ue4deveditor\engine\source\runtime\launch\private\launchengineloop.cpp:3302]
UE4Editor!GuardedMain() [d:\ue4deveditor\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\ue4deveditor\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\ue4deveditor\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
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-57762 in the post.