Mesh Simplification crash

I have an FBX model that’s crashing out on import with the following log - who do I send the model to? :slight_smile:

MachineId:CF93764F471AF3F6C4B44BB1E49E2CEB
EpicAccountId:83b3b38bd2c848c3b40044c5dd961206

Assertion failed: FMath::IsFinite( Q ) [File:d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\Quadric.h] [Line: 614] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332]
UE4Editor_QuadricMeshReduction!TQuadricAttr<29>::Evaluate() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\quadric.h:616]
UE4Editor_QuadricMeshReduction!TMeshSimplifier<TVertSimp<8>,29>::ComputeNewVerts() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:892]
UE4Editor_QuadricMeshReduction!TMeshSimplifier<TVertSimp<8>,29>::ComputeEdgeCollapseCost() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:910]
UE4Editor_QuadricMeshReduction!TMeshSimplifier<TVertSimp<8>,29>::InitCosts() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\meshsimplify.h:398]
UE4Editor_QuadricMeshReduction!FQuadricSimplifierMeshReduction::Reduce() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshsimplifier\private\quadricmeshreduction.cpp:339]
UE4Editor_MeshUtilities!FStaticMeshUtilityBuilder::ReduceLODs() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:3737]
UE4Editor_MeshUtilities!FMeshUtilities::BuildStaticMesh() [d:\build\++ue4+release-4.14+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:4031]
UE4Editor_Engine!FStaticMeshRenderData::Cache() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1367]
UE4Editor_Engine!UStaticMesh::CacheDerivedData() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2221]
UE4Editor_Engine!UStaticMesh::PostLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2511]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:832]
UE4Editor_Engine!UBodySetup::PostLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\physicsengine\bodysetup.cpp:856]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:832]
UE4Editor_CoreUObject!EndLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1590]
UE4Editor_CoreUObject!LoadPackageInternalInner() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1281]
UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1437]
UE4Editor_CoreUObject!UPackage::FullyLoad() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\package.cpp:161]
UE4Editor_UnrealEd!FFbxAttributeInfo::GetContentObject() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\fbx\fbxsceneimportfactory.cpp:689]
UE4Editor_UnrealEd!SetNodeInfoTypeChanged() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\fbx\reimportfbxscenefactory.cpp:154]
UE4Editor_UnrealEd!MarkAssetTypeChanged() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\fbx\reimportfbxscenefactory.cpp:178]
UE4Editor_UnrealEd!UReimportFbxSceneFactory::Reimport() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\fbx\reimportfbxscenefactory.cpp:426]
UE4Editor_UnrealEd!FReimportManager::Reimport() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editor.cpp:319]
UE4Editor_UnrealEd!FReimportManager::ReimportMultiple() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editor.cpp:504]
UE4Editor_UnrealEd!FReimportManager::ValidateAllSourceFileAndReimport() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editor.cpp:487]
UE4Editor_ContentBrowser!FAssetContextMenu::ExecuteReimport() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\contentbrowser\private\assetcontextmenu.cpp:1355]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,FAssetContextMenu,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,FAssetContextMenu,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1042]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:993]
UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:116]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:522]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:391]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5010]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4999]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5462]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5439]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1652]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hi Tim,

I’ve narrowed it down to a particular mesh which i’m happy to make public. What’s interesting is this only happens on Import into Level and not a regular Import.

  1. Import into Level the attached model.
  2. Open the model (in the static mesh editor).
  3. Scroll down to the LOD Settings section and switch the LOD Group to Large Prop.

Hey Duke,

I’ve submitted a ticket for this to be looked into. You can track the status here: Unreal Engine Issues and Bug Tracker (UE-39190)

One workaround for the moment that I found was to setup the UVs to be in better shape. The UVs for this asset are so small that you cannot see them. In 3DS Max I did a quick test with flat mapping the faces and then the reduction works without the crash.

Thanks for reporting and being really helpful with the test assets. It is really appreciated!

Tim