Ok I have a fairly complex level system, with a Persistent level and other levels via kismet stream. Levels are on avrg around 200 mb.
UDK was crashing , when it was doing content browser maintenance ( the thing with , check now , next run ....)

so I migrated everything, scripts, .upk and the maps. Everything works perfectly , even the Frontend stuff is OK. But each time I work on a level
I get a HUGE map check warning list with ALL the static meshes , their 2D shadow maps and image based reflections.

I replaced the static meshes with the same meshes , and on the next build (paths or light) the list includes them all again.

I don`t like having errors in my maps or warnings so what can i do to fix it without starting over 3-4 months of work.