FBX Object Causes Launcher to Fail

Just starting with UE4. I created a simple cube in Cinema4D(R11.5) and exported it to FBX(6, also tried 5 compatible). I’m and able to successfully import it into UE4 and add it to my level etc. but when I try to launch the level or package the game it fails. If I remove the FBX from the level (but leave it in the content browser) it will launch. I’m not sure what other information to give, so just ask. I tried to attach the cube fbx file here but it’s telling me “no such upload”

Log:

LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationScripts.Automation: Client exited with error code: 3
LogPlayLevel: Stacktrace:    at Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
LogPlayLevel:    at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
LogPlayLevel:    at Project.Run(ProjectParams Params)
LogPlayLevel:    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    at BuildCommand.Execute()
LogPlayLevel:    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel:    at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:    at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: ERROR: Client exited with error code: 3
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: copying UAT log files...
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 4.516836
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error
LogD3D11RHI: InitD3DDevice

Edit:

So continuing to play around, I found that I have to import as Skelatal and it will then work. However, I don’t need this object to have a skeletal system. Any thoughts?


Edit:

Just tried using Maya and exported a 2014/2015 fbx and a 2013 fbx and still crashes on launch.
I was able to get one object to work by importing with Normal Import Method set to Compute Normals, but that doesn’t fix all objects.