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how to import character with out crash

i import character created in blender and riged in mixamo exported from mixamo for ue4 but on import ue crash

Product Version: UE 4.14
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asked Nov 20 '16 at 08:19 AM in Bug Reports

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FORKUNNR
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avatar image Obihb Nov 22 '16 at 08:25 AM

I also get import crash for skeletal mesh in 4.14. My exports are from Max though and same file imports fine in 4.13.

avatar image CosmoGorynych Nov 22 '16 at 10:52 AM

Same here. I'm using 3dsmax.

Sample file: lalala

beamer.zip (6.1 kB)
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Hi all,

I've submitted a ticket for the crash that can be tracked here: https://issues.unrealengine.com/issue/UE-38935

@CosmoGorynych - Thank you for the test asset! That made things so much easier to get this reported as quickly as possible!

For future reference, if you're ever getting a crash or suspect you have a bug please post in the Bug Reports section. We actively monitor that section and sometimes when bugs/crashes are posted in other sections we may not see them immediately to get them reported and fixed!

-Tim

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answered Nov 22 '16 at 02:28 PM

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Tim Hobson ♦♦ STAFF
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avatar image Obihb Nov 22 '16 at 04:16 PM

Awesome Tim, thank you, as always you're on the ball, much appreciated!. Probably should have referenced this post in a new bug report, but. sometimes my brain don't work.. :) Thanks again.

avatar image Tim Hobson ♦♦ STAFF Nov 22 '16 at 06:27 PM

@Obihb

It's all good! Just glad it was caught and is now reported. :)

avatar image Paul Swartz Nov 24 '16 at 07:45 AM

Hello I experimented with the model and I wanted to give my findings. Upon import there is object called Dummy001. I don't use 3ds Max or Maya. I mainly use blender so correct me if I am wrong. Is this the PIVOT point? This causes all the problems for me. As soon as I delete it no more Unreal crashes and everything imports corrently whether I select SKELETAL MESH or STATIC MESH.

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pivot_delete.png (37.2 kB)
avatar image CosmoGorynych Nov 24 '16 at 12:39 PM

It's not a pivot. It is a zero-sized object required to make a group/linking, which is required for a non-skinned animation. If there is no top-level container of all the other objects, then UE4 won't import animations properly.

So, basically, deleting a dummy is similar to turning this animated mesh into a static one.

Info: https://forums.unrealengine.com/showthread.php?7875-Is-it-possible-to-import-a-mesh-with-an-animation-made-in-a-3dpackage-without-skel

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