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Crash when importing FBX file

I'm getting a severe crash when importing an FBX file. The display drivers die and the UE editor exists and no crash report appears. Most of the time I have to hit the reset switch my machine to recover from it. I did recover from the crash just now, but there was no crash report. What could be going wrong?

As an aside, the FBX file I'm importing is the FBX version of the file in this ticket: https://answers.unrealengine.com/questions/487211/crash-when-importing-alembic-file.html

I've opened it and re-saved it with Cinema4D so presumably the file isn't the problem, but I thought it was worth mentioning.

Additional info, here's the tail of the log (formatted a bit):

 [2016.09.27-04.02.09:967][395]LogMemory:Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
 [2016.09.27-04.02.09:967][395]LogMemory:Warning: MemoryStats:
 AvailablePhysical         4622454784
 AvailableVirtual         140647593562112
 UsedPhysical             13835698176
 PeakUsedPhysical         28971945984
 UsedVirtual             89176838144
 PeakUsedVirtual         89184591872
 [2016.09.27-04.02.09:968][395]Allocator Stats for TBB: (not implemented)

I don't have 140TB of drive space, much less virtual memory. This seems to be pretty badly wrong.

Product Version: UE 4.13
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asked Sep 27 '16 at 03:46 AM in Bug Reports

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Antidamage
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avatar image DanHollingsworth Mar 12 '18 at 05:08 PM

I am getting a crash as well OOM with 4.18.3..

Its trying to grow a sparse array And trying to allocate 23 Gigs of space..While the editor is already at > 20 Gigs used.

It looks as though some of the numbers involved have become negative beyond a certain point, as if someone converted from UINT 16 to int32 or visa versa..

      [Inline Frame] UE4Editor-Core.dll!FMallocTBB::OutOfMemory(unsigned __int64) Line 48    C++    Symbols loaded.
      UE4Editor-Core.dll!FMallocTBB::Realloc(void * Ptr, unsigned __int64 NewSize, unsigned int Alignment) Line 120    C++    Symbols loaded.
      UE4Editor-Core.dll!FMemory::Realloc(void * Original, unsigned __int64 Count, unsigned int Alignment) Line 48    C++    Symbols loaded.
      [Inline Frame] UE4Editor-MeshUtilities.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation(int) Line 373    C++    Symbols loaded.
      UE4Editor-MeshUtilities.dll!TArray<TSparseArrayElementOrFreeListLink<TAlignedBytes<16,4> >,FDefaultAllocator>::ResizeGrow(int OldNum) Line 2244    
      [Inline Frame] UE4Editor-MeshUtilities.dll!TArray<TSparseArrayElementOrFreeListLink<TAlignedBytes<16,4> >,FDefaultAllocator>::AddUninitialized(int) Line 1198    
      [Inline Frame] UE4Editor-MeshUtilities.dll!TSparseArray<TSetElement<TTuple<int,int> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::AddUninitialized() Line 120    C++    Symbols loaded.
 >    [Inline Frame] UE4Editor-MeshUtilities.dll!TSet<TTuple<int,int>,TDefaultMapHashableKeyFuncs<int,int,1>,FDefaultSetAllocator>::Emplace(TPairInitializer<int const &,int const &> &&) Line 488    
      [Inline Frame] UE4Editor-MeshUtilities.dll!TMapBase<int,int,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,int,1> >::Emplace(const int &) Line 331
      [Inline Frame] UE4Editor-MeshUtilities.dll!TMapBase<int,int,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,int,1> >::Add(const int &) Line 308///
      UE4Editor-MeshUtilities.dll!FMeshUtilities::FindOverlappingCorners(TMultiMap...
      UE4Editor-MeshUtilities.dll!FMeshUtilities::CalculateTangents(...
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1 answer: sort voted first

Hi Antidamage,

Can you post a sample asset that causes the same issue or the asset that is causing the issue here please?

Can you also include your dxdiag and full log from the project folder?

Thank you!

Tim

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answered Sep 27 '16 at 02:44 PM

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Tim Hobson ♦♦ STAFF
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avatar image Antidamage Oct 01 '16 at 09:11 PM

I'm not able to share the mesh.

After some more digging it seems like it imports if I break the mesh into smaller pieces inside the file, separating them into different objects. The original file had all 6.6 million polys in one object.

The issue appears to be that the machine was running out of memory processing the buffer. Splitting it up worked around this.

This is probably the same issue the Alembic importer had that I posted earlier, except during FBX import the error is fatal and takes out the entire machine.

I would recommend trying to handle this in a cleaner fashion and at least asserting rather than going into a fatal crash.

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