Preview 8 Lod Import Crash

2016.03.24-21.58.46:417][372]LogCrashTracker:

[2016.03.24-21.58.46:426][372]LogCrashTracker:

[2016.03.24-21.58.46:426][372]LogWindows:Error: === Critical error: ===
Assertion failed: AssetData [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxMainImport.cpp] [Line: 1351]

[2016.03.24-21.58.46:463][372]LogExit: Executing StaticShutdownAfterError
[2016.03.24-21.58.47:459][372]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.24-21.58.47:460][372]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.24-21.58.47:461][372]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.24-21.58.47:461][372]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.24-21.58.47:461][372]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.24-21.58.47:461][372]LogPhysics:Warning: PHYSX: …\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.03.24-21.58.47:462][372]LogWindows: FPlatformMisc::RequestExit(1)
[2016.03.24-21.58.47:462][372]Log file closed, 03/24/16 22:58:47

Instant crash on Lod Import Level 1.

Hi CLBnader,

I’ve tried this with a couple of the meshes in Starter Content by importing a LOD level 1 manually and no crash that I’m seeing.

Can you provide your Logs along with your Machine/Epic ID that comes up when you get the crash with the Crash Reporter window?

Can you also test that this is not only happening with your assets by testing Starter Content or downloading the attached meshes here and importing one then the other manually as LOD1? Test Assets

If it’s only happening with your assets, would you be willing to share the FBXs for these?

Thank you!

Tim

Hi Tim,

we are experiencing the same crash.

At the moment only static meshes, created from BSP brushes, are unable to import LODs. Even if the created static mesh is exported as FBX and tried to import as LOD1, the engine will crash.

We have tried to export the created static mesh as FBX, import it into Autodesk Maya and exported it from there, then reimported it into the engine, again, because we thought the static mesh data would refresh or something, but a crash happened here as well.

Solution:

For now, what solved the problem, was importing the exported FBX as a new static mesh, where you get asked to replace the other mesh because of the same name. Replace it and it seems you have a valid static mesh data again, where you can normally reimport the asset and import LODs without crashes.

Alright people … never mind I reexported the mesh and was able to import it successfully … it is possible that fbx export has his own bugs…

But thanks a lot for your help.