Crash on FBX import

Repro steps:

  1. Import file into the UE Editor, into the project.

  2. Import file into the same projects directory in the UE Editor.

  3. On “Overwrite” - press Yes or Yes to All.

  4. UE Editor will be crashed.

    MachineId:
    EpicAccountId:

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

    "Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line:

    UE4Editor_Core!FText::FText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\internationalization\text.cpp:294]
    UE4Editor_Core!FSlowTask::GetCurrentMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\misc\feedbackcontext.h:291]
    UE4Editor_UnrealEd!SSlowTaskWidget::GetProgressText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:301]
    UE4Editor_UnrealEd!SSlowTaskWidget::GetMainTextFont() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:255]
    UE4Editor_UnrealEd!TMemberFunctionCaller<SSlowTaskWidget,FSlateFontInfo (cdecl SSlowTaskWidget::)(void)const _ptr64>::operator()<>() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
    UE4Editor_UnrealEd!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FSlateFontInfo,TMemberFunctionCaller<SSlowTaskWidget,FSlateFontInfo (__cdecl SSlowTaskWidget::
    )(void)const ptr64> >() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\tuple.h:113]
    UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<1,SSlowTaskWidget,0,FSlateFontInfo cdecl(void)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
    UE4Editor_Slate!TBaseDelegate::Execute() [d:\buildfarm\buildmachine
    ++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
    UE4Editor_Slate!TAttribute::Get() [d:\buildfarm\buildmachine
    ++depot+ue4-releases+4.10\engine\source\runtime\core\public\misc\attribute.h:135]
    UE4Editor_Slate!STextBlock::GetFont() [d:\buildfarm\buildmachine
    ++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:40]
    UE4Editor_Slate!STextBlock::GetComputedTextStyle() [d:\buildfarm\buildmachine
    ++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:286]
    UE4Editor_Slate!STextBlock::ComputeDesiredSize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:192]
    UE4Editor_SlateCore!SWidget::CacheDesiredSize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:405]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:399]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
    UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
    UE4Editor_Slate!PrepassWindowAndChildren() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1054]
    UE4Editor_Slate!FSlateApplication::DrawPrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1077]
    UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1143]
    UE4Editor_Slate!FSlateApplication::DrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:927]
    UE4Editor_Slate!FSlateApplication::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1441]
    UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2460]
    UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
    kernel32
    ntdll

Hello Arthur,

After following your steps I was able to import the second model to the same project directory in UE4. Although it took around a minute to load I was able to import the second .fbx into UE4.

What took the longest to accomplish was importing the first model. That took close to 3 minutes to load.

These are my system specs.

OS Windows 7 Professional

Intel(R) Xeon(R) CPU ES-2620 0 @ 2.00 GHz 2.00GHz

32GB Ram

GeForce GTX 770
Version 347.09

Would you please provide your DxDiag. I will investigate the crash you reported in the meantime to determine what specifically is causing the crash.

link text

After talking with other members of our team we have discovered that this is an existing issue. Currently we do not support MAYA 2016 .fbx’s. What you can do is save/export a .fbx of a previous iteration of MAYA. Saving as a 2015 file seems to be the current work around.

The ticket number for this is UE-22696. Currently this issue has been flagged as fixed. Look forward to the next major release to see this issue resolved.

Thank you very much for reporting this issue to us.