FBX import crash

Simple shape no skeleton information, selected to import , crash happens before the import dialog.

Output:

[2015.09.14-15.00.27:473][347]LogFbx: Loading FBX Scene from ../../../../../../Art/Projects/Anatole/Meshes/pyramid.fbx
First-chance exception at 0x00007FFF6B7A31B2 (UE4Editor-UnrealEd.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000060.
Unhandled exception at 0x00007FFF6B7A31B2 (UE4Editor-UnrealEd.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000060.

Access Violation triggered in FbxMainImport.cpp line 69:

FBXImportOptions* GetImportOptions( UnFbx::FFbxImporter* FbxImporter, UFbxImportUI* ImportUI, bool bShowOptionDialog, const FString& FullPath, bool& OutOperationCanceled, bool& bOutImportAll, bool bIsObjFormat, bool bForceImportType, EFBXImportType ImportType )
{
	OutOperationCanceled = false;

	if ( bShowOptionDialog )
	{
		bOutImportAll = false;
		UnFbx::FBXImportOptions* ImportOptions = FbxImporter->GetImportOptions();

		// if Skeleton was set by outside, please make sure copy back to UI
		HERE **if ( ImportOptions->SkeletonForAnimation )** HERE
		{
			ImportUI->Skeleton = ImportOptions->SkeletonForAnimation;
		}

Stack Trace:

UE4Editor-UnrealEd.dll!UnFbx::GetImportOptions(UnFbx::FFbxImporter * FbxImporter, UFbxImportUI * ImportUI, bool bShowOptionDialog, const FString & FullPath, bool & OutOperationCanceled, bool & bOutImportAll, bool bIsObjFormat, bool bForceImportType, EFBXImportType ImportType) Line 69 C++
UE4Editor-UnrealEd.dll!UFbxFactory::FactoryCreateBinary(UClass * Class, UObject * InParent, FName Name, EObjectFlags Flags, UObject * Context, const wchar_t * Type, const unsigned char * & Buffer, const unsigned char * BufferEnd, FFeedbackContext * Warn, bool & bOutOperationCanceled) Line 206 C++
UE4Editor-UnrealEd.dll!UFactory::StaticImportObject(UClass * Class, UObject * InOuter, FName Name, EObjectFlags Flags, bool & bOutOperationCanceled, const wchar_t * Filename, UObject * Context, UFactory * InFactory, const wchar_t * Parms, FFeedbackContext * Warn, int MaxImportFileSize) Line 312 C++
UE4Editor-AssetTools.dll!FAssetTools::ImportAssets(const TArray<FString,FDefaultAllocator> & Files, const FString & RootDestinationPath, UFactory * SpecifiedFactory, bool bSyncToBrowser) Line 917 C++
UE4Editor-AssetTools.dll!FAssetTools::ImportAssets(const FString & DestinationPath) Line 536 C++
UE4Editor-ContentBrowser.dll!SContentBrowser::ImportAsset(const FString & InPath) Line 744 C++
UE4Editor-ContentBrowser.dll!SContentBrowser::HandleImportClicked() Line 735 C++
UE4Editor-ContentBrowser.dll!TMemberFunctionCaller<SContentBrowser,FReply (__cdecl SContentBrowser::)(void) __ptr64>::operator()<>() Line 161 C++
UE4Editor-ContentBrowser.dll!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SContentBrowser,FReply (__cdecl SContentBrowser::
)(void) __ptr64> >(TMemberFunctionCaller<SContentBrowser,FReply (__cdecl SContentBrowser::*)(void)> && Func) Line 113 C++
UE4Editor-ContentBrowser.dll!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,FReply __cdecl(void)>::Execute() Line 282 C++
UE4Editor-Slate.dll!TBaseDelegate::Execute() Line 440 C++
UE4Editor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 236 C++
UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l17::(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4273 C++
UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply (const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::l17::FReply (const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 214 C++
UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent(FWidgetPath & WidgetsUnderPointer, FPointerEvent & PointerEvent) Line 4276 C++
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 4660 C++
UE4Editor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button) Line 4638 C++
UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1403 C++
UE4Editor-Core.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND
* InHWnd, unsigned int InMessage, unsigned int64 InWParam, int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1708 C++
UE4Editor-Core.dll!FWindowsApplication::ProcessMessage(HWND
* hwnd, unsigned int msg, unsigned int64 wParam, int64 lParam) Line 706 C++
UE4Editor-Core.dll!FWindowsApplication::AppWndProc(HWND
* hwnd, unsigned int msg, unsigned int64 wParam, int64 lParam) Line 628 C++
[External Code]
UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages(bool bFromMainLoop) Line 884 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2392 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE
* hInInstance, HINSTANCE
* hPrevInstance, int nCmdShow) Line 142 C++
UE4Editor.exe!WinMain(HINSTANCE
* hInInstance, HINSTANCE
* hPrevInstance, char * __formal, int nCmdShow) Line 189 C++
[External Code]

Update: Crash happens by exporting from service pack 1 of Maya 2016.
Exporting using FBX2015 version causes no issues

Hi vatsel -

Thank you for your report. We have not currently finalized implementation for importing FBX2016 into Unreal Engine 4. We are tracking these crashes as UE-20400 and I will inform you here as we make progress toward the full implementation. In the meantime, please stick with exporting as a FBX2015 or 2014.

Eric Ketchum