FBX models fail import

UE 4.9 on Windows 10
3ds Max 2016
A pretty simple space ship model FBX fails to import – I right-click in a folder, choose “import into here,” and select the FBX, and it shows this dialog:

Failed to import ‘…/…/…/…/…/…/Users/jwatte/Documents/Unreal Projects/SpaceExplorer/Content_Creation/ms_dropship_9m.max.fbx’. Failed to create asset ‘/Game/Ships/ms_dropship_9m_max’

I will attach the max file, FBX file, and textures. (The assets are BY-SA-3.0: http://www.solcommand.com/p/terms-of-use.html )

(First try: It doesn’t allow FBX files to be attached)
(Second and third try with a zip file: It says “no such upload”)
I will try attaching in a comment; if that doesn’t work, I will post them on Dropbox.

More information: If I create a folder (named “Ships”) and try to import into it, I get the error above.
If instead I right-click in the “Game” folder (which is pre-existing) and import there, I get a crash.

Access violation - code c0000005 (first/second chance not available)

""

UE4Editor_UnrealEd!UnFbx::GetImportOptions() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\fbx\fbxmainimport.cpp:69]
UE4Editor_UnrealEd!UFbxFactory::FactoryCreateBinary() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:206]
UE4Editor_UnrealEd!UFactory::StaticImportObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\factories\factory.cpp:312]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\assettools\private\assettools.cpp:917]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\assettools\private\assettools.cpp:536]
UE4Editor_ContentBrowser!SContentBrowser::ImportAsset() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:744]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(FString const & __ptr64)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(FString const & __ptr64)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!FNewAssetOrClassContextMenu::ExecuteImportAsset() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\contentbrowser\private\newassetorclasscontextmenu.cpp:400]
UE4Editor_ContentBrowser!TTupleImpl<TIntegerSequence<0,1>,TBaseDelegate<void,FString const & __ptr64>,FString>::ApplyAfter_ExplicitReturnType<void,void (__cdecl*const & __ptr64)(TBaseDelegate<void,FString const & __ptr64>,FString)>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\tuple.h:79]
UE4Editor_ContentBrowser!TBaseStaticDelegateInstance<void __cdecl(void),TBaseDelegate<void,FString const & __ptr64>,FString>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:988]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:939]
UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:236]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:361]
UE4Editor_Slate!<lambda_df946b2745ea2bbab398d4acc9cc3d04>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4273]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_df946b2745ea2bbab398d4acc9cc3d04> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4660]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4638]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1403]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2392]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Max, FBX, and jpg files in a zip file

Hello jwatte,

In order to assist you with this issue I am going to need a bit more information. Would you mind taking a look at our How to Report a Bug sticky post on the Forums?

It will give you all the correct instructions on how to make an official bug report on the AnswerHub including all the information we will need in order to move forward with the reporting/troubleshooting process.

Currently support for Windows 10 is still considered experimental. There are known issues which we are still addressing before we can officially support this operating system.

One guess as to why this is occurring is the FBX file version you are using. The UE4 FBX import pipeline uses FBX 2014. Using a different version during export may result in incompatibilities.

FBX Static Mesh Pipeline

Let me know if you have any other questions and I will be glad to assist you.

Thank you,

For reference, we have linked your issue to crash ID# 2053533 in our Crash Reporter system.

Hey jwatte,

I have gone ahead and added information to the bug report that has been entered for this crash. This is occurring to more users in the community. With the files you provided I was able to reproduce the crash. For our tracking purposes I am going to mark this issue as resolved and provide the bug report number associated (UE-20756).

We will do our best to have this issue fixed for an upcoming hotfix or release. The time frame for the fix being implemented is undetermined as of now, but I will re-open this post when I receive an update.

If you have further questions please let me know.

Thank you,

Thank you, AndrewHurley!
Is there any kind of work-around?

AndrewHurley,

For future reference, could you let me know what is missing from the report? Looking at that article, I believe I provided exactly everything that the article is asking for.

The workaround is to add the following to my batch exporter MaxScript:
FbxExporterSetParam “FileVersion” “FBX201400”
Apparently, Max 2016 writes an FBX that confuses Unreal enough that it crashes.

i might be late but, try this, i have a couple solutions, each work sometimes you have to try the other, but i always made it when i have a failed import , try (obvious) reset x-forms (i don’t do this by default), if not, try converting from mesh to poly.