One of the artists I work with just found a crash when you try to import an FBX file in a specific way. The steps to repro are:
Click the import button on the content browser
Browse to the FBX file you want to import in the file dialog that opens
Click and drag the file into the content browser (instead of double-clicking or pressing the Open button on the dialog"). This can be done directly from the file dialog or from a separate explorer window.
This causes a dialog box to pop up with a failed assertion “ShaderFormats.Num()”
Oddly enough, the engine’s window doesn’t close until the file open dialog does, I’m guessing because the open file dialog is modal. Tested it and this occurs on both 4.11.2 and 4.12.3. Pretty easy crash to avoid but figured I should at least send in a bug report. Thanks.
Oh right, forgot FBX files can have multiple types of assets in them. This was a mesh, because it mentions shaders I assume it has something to do with creating the material attached to the mesh.
Is this happening with any FBX you’ve created or only with some? If it’s happening with any that you’ve created would you test to see that mine crashes for you as well? If it does crash, there may be something that needs to be addressed on your engine build. You may want to use the verify command from the launcher for the 4.12.3 build or remove and download a fresh copy, assuming you’re suing the binary version. If you’re using source, can you try a vanilla version from GitHub and see if you still get the crash.
If the crash isn’t happening with my test asset, can you make sure to include a simple mesh here that will cause the crash.
I will also need your Crash Logs from the Project Folder and your Call Stack from the crash reporter window. Make sure to include your Machine/Epic ID that is included in that window.
Tim-
I tested with the FBX you provided and it does crash for me. I verified 4.12.3 and tried it in a completely new project and got the same result. The crash reporter doesn’t open when this happens (the engine just closes once you dismiss the open file dialog), so I couldn’t get the call stack or Machine/Epic ID from that. I ran it through Visual Studio and got the call stack that way instead though.
I zipped the call stack, my log file, the runtime-xml and dmp files in Saved/Logs/UE4CC-Windows-[some long string of numbers] (I assume these are connected to the crash), and a sample fbx file (yours crashed for me but it can’t hurt to include it).
I tested this on 4 additional computers this morning. We haven’t upgraded our project to 4.12 yet so they were all using 4.11.2. One of them crashed and the others imported the assets fine. This makes the current testing results for me 3 computers work correctly with 4.11.2; 1 crashes with 4.11.2; 1 crashes with 4.10.4, 4.11.2, and 4.12.3.
I’m not using a source build of the engine, all of my testing has been done on the launcher build. I’m pulling the source down to see if the crash still happens when I build the engine myself.
Since it’s something in the ShaderCompiler I tried updating my drivers to the latest version on the off chance that there was something weird going on there but I still get the problem. I accidentally left the editor open when I did though, so it crashed and I got my Machine and Epic ID if that might still be useful to you.
Ok, after pulling the source down from GitHub (by downloading the zip of the repo, not by forking it using git) and building it, I tried and did not reproduce the crash. So for whatever reason the launcher builds are what’s causing the problem for me.
In case it might be helpful I thought of a few more possibly relevant details: I run my project through the DebugGame Editor configuration in Visual Studio; I have Engine Source, Editor symbols for debugging, and Art tools installed but not Starter Content, Templates and Feature Packs, or any of the Target Platforms