UE4 crash when trying to import .FBX

Hi ! I am new to unreal engine, and I wanted to import a mesh that I’ve done in UE 4.5.1.

I did an FBX export in maya, it was about 30 000 faces (triangulated of course), clean mesh, not rigged and no animation with it (it’s just a car) ; but when I try to import it on my laptop, it imediately crashes UE4, while my mesh is correctly importated on an other computer (also running on UE4, but an older version).

My laptop is quite recent, so not a problem of RAM or anything hardware-related I think (6 Go of ram, processor is an i7…). I’m on windows 8.1 while the other computer was still on seven, but I don’t think UE4 is more unstable on win8 ?..

And it can’t be my mesh since it works perfectly on the other computer, so I don’t understand why it crashes. Maybe there is a setting I’m missing in the maya fbx export ? Or should I downgrade UE4 and how ?

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Here is the error message I get :

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: ChartB.Join[ Side ^ 1 ] == i [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Developer\MeshUtilities\Private\LayoutUV.cpp] [Line: 374]

KERNELBASE + 24684 bytes
UE4Editor_Core + 3174852 bytes
UE4Editor_Core + 1677512 bytes
UE4Editor_Core + 1566866 bytes
UE4Editor_MeshUtilities + 214770 bytes
UE4Editor_MeshUtilities + 143459 bytes
UE4Editor_Engine + 8364051 bytes
UE4Editor_Engine + 8365276 bytes
UE4Editor_Engine + 8345177 bytes
UE4Editor_UnrealEd + 9321344 bytes
UE4Editor_UnrealEd + 8895211 bytes
UE4Editor_UnrealEd + 9024407 bytes
UE4Editor_AssetTools + 936464 bytes
UE4Editor_AssetTools + 931311 bytes
UE4Editor_ContentBrowser + 1512721 bytes
UE4Editor_ContentBrowser + 1233391 bytes
UE4Editor_Slate + 2103098 bytes
UE4Editor_Slate + 2285477 bytes
UE4Editor_Slate + 822092 bytes
UE4Editor_Slate + 756518 bytes
UE4Editor_Core + 2506393 bytes
UE4Editor_Core + 2450091 bytes
UE4Editor_Core + 2510873 bytes
UE4Editor_Core + 2438466 bytes
user32 + 9268 bytes
user32 + 8855 bytes
UE4Editor_Core + 3157718 bytes
UE4Editor!FEngineLoop::Tick() + 3106 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2111]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

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Hoping someone has a clue or encountered (and solved !) the same problem, thanks in advance :frowning:

Hey .colas,

This is a known issue and we’re working on a fix. It has to do with the way imported mesh UVs are handled - if you uncheck ‘Generate Lightmap UVs’, it’ll get you around the problem (at the expense of not generating UVs, of course).

Regards,

Jonathan

Thanks a lot Jonathan, it worked (and I don’t think I need to generate the UVs for now) ! Good luck for the fix,

This bug has recently been fixed and will be in 4.7. You can test this out with the 4.7 preview builds that are currently available via the launcher or once the final build of 4.7 is released.

The fixed CL is 2400339.

Thank you!

Tim