This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
Adding assets to a project on a drive that is full still creates the file at the desired location instead of in a temporary location and provides no information as to why the asset is failing to load. Cancelling this action results in the editor crashing with no callstack. Attempting to re-open the editor produces the callstack provided. This process eventually corrupts the asset(s) created.
Frequency: 5/5
Regression (no) issue (does) occur in 4.12.5
Additional Notes May be related to [Link Removed], which was fixed in 4.11
Results
Editor says "can't load asset" but provides no additional information. The assets are showing as loaded within the content browser. If cancel is pressed, editor crashes with no callstack. re-opening the project produces the callstack attached to this bug report.
Expected
Error appears stating that there is not enough memory to accommodate new assets. Assets do not appear loaded in content browser. Cancelling action does not crash the editor.
MachineId:409D523543AE785961A2788C698A2F90
EpicAccountId:1558531203f84e81b70959b8a59badef
Assertion failed: InPos <= Size [Link Removed] [Line: 617]
Attempted to seek past the end of file (78612/4219), file: C:/Users/Adam.Davis/Desktop/MyProject/Content/StarterContent/Props/SM_Lamp_Ceiling_35.uasset. The file is most likely corrupt.
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_Core!FArchiveFileReaderGeneric::Seek() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:618]
UE4Editor_AssetRegistry!FPackageReader::ReadAssetRegistryData() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\assetregistry\private\packagereader.cpp:147]
UE4Editor_AssetRegistry!FAssetDataGatherer::ReadAssetFile() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:820]
UE4Editor_AssetRegistry!FAssetDataGatherer::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:570]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
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