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Why is FBX importing crashing the editor?

FBX import will crash, up to date plugins... :-(. I have created a very simple (500 poly) night table, exported inside 3dsmax 2011 AND 2014, with Binary 2011/2013 formats, and when I import it into the Editor, it just crashed and says "Sorry for the inconvenience".

Very disappointed. I have tried importing some old FBX's from the internet and they work fine.. Could it be it's not liking 3dsmax FBX export?

Product Version: Not Selected
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asked Mar 21 '14 at 06:25 AM in Bug Reports

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avatar image TheRenderCafe Mar 21 '14 at 06:52 AM

Update: It imported OK without materials or textures! Now I'm looking into why the JPGs I'm using won't import. I'll try TGAs and PNGs.

avatar image Alexander Paschall ♦♦ EPIC Mar 31 '14 at 11:10 PM


Thank you for your report. I attempted to recreate the problem by importing an FBX with jpeg materials, but was unable to get the crash. Could you please go into the project's [Project Name]/Saved/Logs folder and retrieve the log file that was created at the time of the crash? That will allow us to further investigate the issue.


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5 answers: sort voted first


Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you

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answered Oct 03 '14 at 03:51 PM

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same issue here. it's the same name in the material and mesh. change it and will work fine

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answered Mar 21 '14 at 01:32 PM

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avatar image GrayGhostOne Dec 01 '16 at 06:32 AM

THANK YOU!!! I could not for the life of me figure out why it kept crashing, and this was the answer! Just added _texture to the end of the texture file, and it imported with no problems! Thank you!

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Unreal Engine deals better with TGA, don't use JPEG. Don't forget to optimize your textures too,by eliminate unused alpha channel when possible and the right DXT to the right occasion.

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answered Mar 21 '14 at 08:14 AM

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In addition to jjacques and EduCazev's suggestions, I'd like to point you to our FBX Content Pipeline documentation: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/index.html

Lots of information there for exporting FBXs into UE4 accepted files.

Hope that helps!

Ben Halliday

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answered Mar 25 '14 at 04:01 PM

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Hello to everyone,

i have the same Problem. It doesn't matter what i choose. The FBX Import crashes the Editor. I can Export the mesh without Animation or with, but it's allways the same. I've checked all: Material (there is no), Animation and all other things.

What is the Problem? I don't know what to do. I read the documentation. But it's not really helpfull.

Thats from the log: !Id:428a17a33c4e9cb1a0d3c6178e903070

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

Assertion failed: InfluenceIndex [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp] [Line: 2627]

KERNELBASE + 37901 bytes UE4Editor_Core + 3009491 bytes UE4Editor_Core + 1775834 bytes UE4Editor_Core + 1703568 bytes UE4Editor_MeshUtilities + 118515 bytes UE4Editor_UnrealEd + 8215051 bytes UE4Editor_UnrealEd + 7853340 bytes UE4Editor_UnrealEd + 7941401 bytes UE4Editor_AssetTools + 873092 bytes UE4Editor_AssetTools + 868129 bytes UE4Editor_ContentBrowser + 1621534 bytes UE4Editor_ContentBrowser + 1525580 bytes UE4Editor_Slate + 2557978 bytes UE4Editor_Slate + 2689353 bytes UE4Editor_Slate + 653625 bytes UE4Editor_Slate + 612793 bytes UE4Editor_Core + 2986701 bytes UE4Editor_Core + 2919921 bytes UE4Editor_Core + 2990991 bytes UE4Editor_Core + 2908946 bytes user32 + 105425 bytes user32 + 104666 bytes UE4Editor_Core + 2992006 bytes UE4Editor!FEngineLoop::Tick() + 2990 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launchengineloop.cpp:2066] UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launch.cpp:133] UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:207] UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

I hope someone know what do to. Please help me ;o(

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answered Jul 29 '14 at 12:30 PM

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avatar image Beregron Jul 29 '14 at 01:38 PM

I see, that when i Export the mesh as not Combine mesh (all bodyparts extra), then it work. If i use a complete mesh that are combined (all meshes), then it dont work. Can it be?

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