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Import FBX ignores majority of objects

I have an FBX file that has 405 separate objects in it, but when I import it into UE4 only 80 objects get imported. What gives?

Product Version: UE 4.8
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asked Aug 05 '15 at 02:10 AM in Using UE4

avatar image

Shirk
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avatar image Logan Bailey ♦♦ STAFF Aug 06 '15 at 06:03 PM

Hey Shrik -

Please send me your crash logs in a .txt document. This will show me what is being read and then drawn when importing to UE4.

Thanks,

Logan

avatar image Shirk Aug 06 '15 at 07:57 PM

Thanks for the reply, but my editor isn't crashing so I don't think I have a crash log anywhere.

avatar image Logan Bailey ♦♦ STAFF Aug 06 '15 at 08:40 PM

Hey Shrik,

Not a problem. Importing into any software will always have to calculate every asset, and every part of it. That is true for materials, vertices, light maps, you name it.

At around 100 assets any program is going to have issue and take a long time to import. Eventually the program will either crash or essentially choose not to load the information.

Without the crash logs the only sure fire way to test what is happening is to systematically create .fbx's for every asset that UE4 did not import and check to see if they will on their own.

This will be a lengthy process however, per standard workflow, individual assets, or if you had assets you wanted to import as a group you could do it that way, are imported and then arranged throughout the project area.

Thanks,

Logan

avatar image Logan Bailey ♦♦ STAFF Aug 10 '15 at 01:22 PM

Hey Shirik,

I haven't heard from you in a few days. I was wondering if you had a chance address some of the issues that I brought up in the last comment?

Thanks,

Logan

avatar image Shirk Aug 10 '15 at 04:10 PM

Sorry for the late reply, like I said earlier though I dont have any crash logs. When importing, Im not generating lightmaps, not importing textures or materials, or generating collision. Im importing a large unique building with many details in it.

avatar image Logan Bailey ♦♦ STAFF Aug 10 '15 at 05:05 PM

Hey Shirk,

If you would please link me your content, config, and .uproject. I will be able to replicate what you are experiencing with as little guess work as possible.

Thanks,

Logan

avatar image Logan Bailey ♦♦ STAFF Aug 11 '15 at 01:27 PM

Hey Shirk,

After some digging I have concluded that this is not a bug.

The editor itself is not crashing.

The last thing I can do is have you link me the above mentioned files from your project folders. Or link me your .fbx file to test.

Thanks,

Logan

avatar image Shirk Aug 11 '15 at 02:40 PM

Heres the download for the fbx download

avatar image Logan Bailey ♦♦ STAFF Aug 11 '15 at 03:23 PM

Hey Shirk,

If you would please link me your DxDiag.

I was able to import your .fbx into a test project after compiling the shaders.

As I do not have the materials that you are referencing everything came in white.

However these are the screenshots.

alt text

alt text

alt text

court_arena.png (879.4 kB)
pool_arena.png (1.0 MB)
avatar image Shirk Aug 11 '15 at 03:50 PM

I would have just suggested not importing textures or materials in the import options as the textures and materials I have are a couple hundred mb of data that arent needed to solve the problem. What are your import settings because I just tried again and Im still only getting 80 objects to import.

alt text

avatar image Logan Bailey ♦♦ STAFF Aug 11 '15 at 03:54 PM

Standard, import settings. With the materials and textures.

Again,

  1. What is your Operating System

  2. What is your Graphics Card

  3. Are you using a laptop or a desktop

Thanks,

Logan

avatar image Shirk Aug 11 '15 at 03:56 PM

Im using Windows 8.1 64bit

My graphics card is a Nvidia Geforce 740m

Im using a laptop with 16gb of ram and an i7 2.4gHz cpu

avatar image Logan Bailey ♦♦ STAFF Aug 11 '15 at 04:31 PM

Hello Shirk

I was able to set up a test with spheres. I created 400 spheres and then named twenty of them the same name. I then imported those into UE4 and only 380 spheres were created.

I also imported your scene after opening it in Maya. Maya does not allow for duplicate naming. I then exported it from Maya and into UE4. I then clicked off combine objects and I only was able to import 80 assets.

The interesting part about this is that you can turn that back on and it comes in just fine.

I will be looking into this further.

In the meantime. Go back through your scene and make sure you have no duplicate objects that are named the same thing.

Thanks,

Logan

avatar image Logan Bailey ♦♦ STAFF Aug 13 '15 at 03:34 PM

Hello Shirk,

I was wondering if you had the opportunity to test your assets?

Thanks,

Logan

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Hello Shirk,

Due to inactivity and tracking purposes I will be marking this thread as answered. If you are still experiencing this issue after following the above steps then please post again.

Thanks,

Logan

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answered Aug 17 '15 at 06:15 PM

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