BSP/SM Asset > Reimport crashes

Launcher Version 4.11.1 (Version: 4.11.1-2934540+++UE4+Release-4.11)

Attempting to reimport a static mesh that has been transformed from BSP crashes the editor.

The intent was to block out some things using BSP, then creating static meshes from it and editing the meshes in a different 3d tool (such as blender or 3dsmax) to add some detail, then reimport them into the places where they were originally.

Steps to reproduce:

  1. Create a new blank project
  2. Drop a BSP Box in (or any other BSP shape)
  3. Expand the Advanced Brush Settings panel, select “Create Static Mesh”, give it a name and save it
  4. (optional) Export the Static Mesh as FBX using Asset Actions > Export
  5. (optional) Edit the FBX externally and resave into the same file
  6. Attempt to reimport the FBX by selecting the asset and clicking “Reimport”

Actual external editing isn’t required for this to trigger; and surprisingly, neither is actually exporting it. This might even be two distinctive issues here; one being the crash on Reimport for an asset without source files and the other being a crash for an asset being exported prior.

Compared to an actually imported static mesh (that was created externally as FBX, then imported into Unreal), its static mesh details (in the static mesh editor) does not show an “Import Settings” or “Transform” section in the Details panel.

Hi BhaaL,

Unfortunately, I have not been able to reproduce this on my end with the steps provided.

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • Can you post your crash logs/callstack here so I can take a look?

Hi ,

there should be a bunch of crash logs submitted from my user id, but I’ll check again. As far as I know, I could reproduce it in one particular project is giving me some other GearVR troubles too; as well as in an empty project created just to attempt to reproduce it.

And I just submitted another crash dump, where i mentioned this report (if it helps).

The top of the callstack looks like this:

UE4Editor_UnrealEd!GetFbxSceneImportData() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\fbx\reimportfbxscenefactory.cpp:50]
UE4Editor_UnrealEd!UReimportFbxSceneFactory::CanReimport() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\fbx\reimportfbxscenefactory.cpp:80]
UE4Editor_UnrealEd!FReimportManager::Reimport() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editor.cpp:247]

Let me know if there’s anything else I can help you with.

Can you post your MachineID here (found in the callstack) so I can look up this information in our crash reporter?

It might not be a bad idea to write the machine id to the launcher log file on startup (like it writes its own version etc) so it is easier to look it up; but here it is (after reproducing the crash another time): C98902B44D218EA785BF179E496D07DD

Here’s a video of the crash; but since it only recorded that window, you don’t see the end of it where the crash reporter pops up: GIF | Gfycat

I was able to reproduce this and have entered a bug report, UE-29406, to be assessed by the development staff.

Hi ,
just to let you know, I recently got back into Engine development and tried the build on the promoted branch (93f30b6b639110b5aca933358fc2bd86029f7b0d, CL 2947560) - where the problem seemed to be fixed; at least I could not reproduce it there.

Thanks again.