UE 4.6 - FBX Crash

Hello,

On a handful of FBX models I am getting hard crashes on import. It seems to be due to the LOD’s. If I export with both LOD1 and LOD2, it will crash. If I export with just LOD1 or LOD2 in the scene, its fine. Unfortunately the crash log doesn’t even contain anything useful - here’s the info:

MachineId:D395E5FC4A2997D4A2DBB88C87FCF414

EpicAccountId:

We apologize for the inconvenience.
Please send this crash report to help
improve our software.

Here’s the fbx (from Maya): [SM_FruitBasket_Apples_01.zip][2]

I have also attached a screenshot of of import settings.I’ve also tried it with Generate Lightmap UVs unchecked, but it still crashes. Any ideas?

Thanks!

Corey

Hi Corey,

I’e downloaded and tried your mesh and so long as I don’t import with your generate lightmap UVs checked it will import just fine on my end. I tested this with 4.5.1 and the engine would crash if I imported with generate lightmap UVs.

In 4.6 I could import with generate lightmap UVs with no issue.

I opened your mesh in 3Ds Max to take a look at your LODs and you’re within the limit. I’m not seeing the crash on my end though. Is it just this mesh that is causing the crash or do you have other assets that do the same?

Thank you!

Tim

Hey Tim,

Thanks for the quick reply! I do have a few more models that have been causing issues. It does seem to be a 4.6 importing issue, because both of these models successfully import into 4.5.1. (even with generate lightmap uv enabled). For now, this will be a workaround for us, but hopefully this can be resolved in 4.6.1.

I was able to get the first mesh to import with lightmap uv’s disabled into 4.6, but this new model would not. Here’s another model for troubleshooting: sm_fruitbasket_apples_02.zip

Thanks again,

Corey

I’m having the same problem with 4.6 and it seems to be the LODs for me too. My assets import just fine if I remove one of their LODs.

Hi Corey,

Thanks for providing the second mesh. I was still not able to see a crash with this mesh in 4.6. I used the default import setting with import LODs and for the generate lightmap UVs enabled and even disabled to test.

I tried checking our Crashreporter database to see if I could locate your crash logs based on your machine ID but came up unsuccessful. Are you submitting these when the crash happens?

Can you provide the following information in a zip file since you are getting the crash.
Clear these folders out before grabbing the logs and then reproduce the crash

  • In your project folder > Saved > Logs
  • C: \ Users \ [You’re Computer name here] \ AppData \ Local \ Microsoft \ Windows \ WER \ ReportQueue (This is in a hidden folder. If you just type in the location in Start Menu > Run > it will take you directly to this folder location)

Crash Log, Copy to clipboard and paste in a txt file.

If you can upload all these in a single zip file I can see if we can see a reason for the crash and get a report in.

Thanks!

Tim

Hey Tim,

What’s weird is when UE4.6 crashes, the log it generates doesn’t contain any useful information:

MachineId:D395E5FC4A2997D4A2DBB88C87FCF414
EpicAccountId:
We apologize for the inconvenience.
Please send this crash report to help improve our software.

However, after looking at the log, it appears to be something to do with distance field generation:

Crash in runnable thread BuildDistanceFieldThread0

Here’s the log and dump file. For some reason my machine doesn’t have a WER folder under the AppData path (not hidden either). Please let me know if there is any additional information needed.

Thanks,

Corey

I had a similar error in 4.6.1 when trying to import fbx meshes. Enabling “Editor Analytics Enabled” and “Hardware Survey Enabled” in the advanced settings at “Editor->Project Settings…->General Settings” fixed the issue for me

Thanks, Corey!

With your last post, I was able to get this reproduced with a mesh that is imported using LODs, has Generate lightmap UVs, and Distance Fields enabled.

I’ve submitted a bug report with all the information. (UE-7447)

The workarounds though, in my testing were to either no generate lightmaps on the import, or you can import the LODs manually via the mesh editor rather than as a single FBX.

Thanks for your patience and help!

Tim