Character FBX import crash in 4.12

Hello…
Correction: Doesnt work in 4.11 …I does import fine, but it only uses 4 material elements instead of the actual 10 or 11 it should be having. Completely useless.
Im having a really frustrating time with 4.12 fbx importing:
Heres a video that decribes the issue.

https://vimeo.com/175969242/e859db3233

Here again as text:
Ive got a character with roughly 72k triangles in total. Spread over body, hair, eyes, eyelashes, eyebrows, nails, teeth and tongue geos. The skinCluster is fairly heavy as it has around 390 influences in the body.
One thing: Due to that it splits the body into two material elements which seems to bug with the other material elements as the next material element will affect two objects that were supposed to have an individual element each. So thats problem number one. I can fix that myself by adding a material buffer object that just contains an empty unused material.

The big problem tho is I cant seem to import the full fbx. It always crashes with different crash reports. If I remove one or two objects from the fbx it works. And it doesnt seem to matter which ones so its not a mesh specific problem.

Id really like to go with 4.12 but as it is now Its not useable for me guys. And that sucks :frowning:
Again: Ive tried this in 4.11 and it worked perfectly fine so something must have broken on the way to 4.12.
If you Epic Devs need my .fbx and .ma files please send me a pm and Ill get them to you discretely.

Thanks for any help,

-S

Correction: Doesnt work in 4.11
…I does import fine, but it only uses 4 material elements instead of the actual 10 or 11 it should be having. Completely useless.

Hey Adeptus,

Can you PM me the fbx and logs?

Hey mate, thanks a lot. Ill send you the .ma and a working and not-working .fbx when I get home from work.

Hi Adeptus,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.