Crash when player hits the ground/FBX import issue

I am beginning with Unreal Engine and encouter issues importing static meshes.

Maybe it’s very easy, so my apology if it’s the case.

So I am using a big static mesh I have done in Sketchup/Rhino, and imported it as a FBX in UE4,
for the collision I put in the static mesh setting : “use complex collision as simple”, so that the player can walk through the model.
But when I launch the game, in the editor, it crashes systematically when the player hits the ground.

Here is the crash report :

UE4Editor_Engine!FHitResult::FHitResult()
UE4Editor_Engine!UCharacterMovementComponent::PhysWalking() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:3655]
UE4Editor_Engine!UCharacterMovementComponent::StartNewPhysics() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1997]
UE4Editor_Engine!UCharacterMovementComponent::PerformMovement() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:1628]
UE4Editor_Engine!UCharacterMovementComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\charactermovementcomponent.cpp:939]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:1137]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:677]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:292]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
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]

Also when I imported the FBX static mesh, I have a warning message telling

LogStaticMesh:Warning: escaliers has degenerate tangent bases which will result in incorrect shading.
FBXImport:Warning: Warning Warning: No smoothing group information was found in this FBX scene. Please make sure to enable the ‘Export Smoothing Groups’ option in the FBX Exporter plug-in before exporting the file. Even for tools that don’t support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
FBXImport:Warning: Warning escaliers has degenerate tangent bases which will result in incorrect shading.

Here are my FBX import settings:

I guess it’s related to the static mesh parameters but I don’t understand where… Thanks

Uncheck auto generate collision for the import settings. It may be crashing because you have two collisions on the object.

Your fbx errors are saying there is no smoothing data and will affect lighting it is not related to collision and shouldn’t be causing crash. Does sketch up have an export option so select smoothing groups like normals or faces? That would eliminate the error

Hi Panelsofsilence,

Does this occur in a clean blank, project with no additional content or is it limited to one project? Does this crash occur with any other assets or is it only when you use the asset imported from sketchup that you see this occur?

Hi ,

Thanks for your quick answer!

The crash does not occur in a clean blank project, but occurs in my main project, and also in new First Person and Third Person projects. So I guess it’s related to gravity (in a blank project I the player can touch the borders of the mesh and the editor doesn’t crash).
In the new Third Person project for instance, if I put the player above the initial staircase, the game crashes when the player hits the staircase (and not my static mesh from sketchup) :

So it’s not just the asset imported from Sketchup.

Hi EyeDee10Tee,

60848-exportsettingsskp.jpg

Thanks for your comment,
I tried unchecking auto generate collision but I did’nt affect the crash.
I attach you my Sketchup export setting :

I tried to check “export texture maps” but also it didn’t change the “no smoothing data” warning message.

Can you post your crash logs here? they can be found at \Unreal Projects\PROJECTNAME\saved\logs.

link text
link text
Two crash logs, from my main project and the Third Person one

In your project, open a new default level and press play in editor. Do you see the crash occur? If not, add your static mesh to the level and then press play again. Does the crash occur then?

I just installed the new 4.92 version of the engine and the crash disappeared! Weird but good! Thanks for your answers

Hi PanelsofSilence,

I’m happy to hear this is no longer occurring for you. I am marking this as answered for tracking purposes.