Hi,
I’m using UE 4.14.3.
I’m trying to import an FBX file into Unreal using the ImportAssets commandlet. I don’t want to use any source control, but I cannot get it to work unless I setup the source control in the unreal project, even when using the ImportAssets -nosourcecontrol flag.
Running the following command causes the crash below. If I remove the -nosourcecontrol flag and the unreal project is setup with source control, the commandlet works OK. Is there a way to run the commandlet without source control?
UE4Editor-Cmd.exe “[PATH_TO_UPROJECT_FILE]” -run=ImportAssets -source="[PATH_TO_FBX_FILE]" -dest="/Game/MyFBXAsset" -importsettings="" -nosourcecontrol
Crash log:
[2017.01.12-13.09.48:620][ 0]LogShaderCompilers:Display: Using Local Shader Compiler.
[2017.01.12-13.09.50:128][ 0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
[2017.01.12-13.09.50:236][ 0]LogTemp:Display: Loaded TP MacClientTargetPlatform
[2017.01.12-13.09.50:339][ 0]LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
[2017.01.12-13.09.50:444][ 0]LogTemp:Display: Loaded TP MacServerTargetPlatform
[2017.01.12-13.09.50:547][ 0]LogTemp:Display: Loaded TP MacTargetPlatform
[2017.01.12-13.09.50:650][ 0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
[2017.01.12-13.09.50:752][ 0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
[2017.01.12-13.09.50:855][ 0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
[2017.01.12-13.09.50:940][ 0]LogTemp:Display: Loaded TP WindowsTargetPlatform
[2017.01.12-13.09.51:043][ 0]LogTemp:Display: Loaded TP AndroidTargetPlatform
[2017.01.12-13.09.51:146][ 0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
[2017.01.12-13.09.51:250][ 0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
[2017.01.12-13.09.51:351][ 0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
[2017.01.12-13.09.51:454][ 0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
[2017.01.12-13.09.51:555][ 0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
[2017.01.12-13.09.51:758][ 0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
[2017.01.12-13.09.51:758][ 0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
[2017.01.12-13.09.51:832][ 0]LogTemp:Display: Loaded TP HTML5TargetPlatform
[2017.01.12-13.09.51:981][ 0]LogTemp:Display: Loaded TP IOSTargetPlatform
[2017.01.12-13.09.52:044][ 0]LogTemp:Display: Loaded TP TVOSTargetPlatform
[2017.01.12-13.09.52:144][ 0]LogTemp:Display: Loaded TP LinuxClientTargetPlatform
[2017.01.12-13.09.52:246][ 0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
[2017.01.12-13.09.52:347][ 0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
[2017.01.12-13.09.52:450][ 0]LogTemp:Display: Loaded TP LinuxTargetPlatform
[2017.01.12-13.09.52:450][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2017.01.12-13.09.53:140][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2017.01.12-13.09.53:228][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/softavi.LW/AppData/Local/UnrealEngine/4.14/DerivedDataCache/Boot.ddc
[2017.01.12-13.09.53:257][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
[2017.01.12-13.10.01:454][ 0]LogStaticMesh:Warning: cube has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option.
[2017.01.12-13.10.01:478][ 0]FBXImport:Warning: Warning No smoothing group information was found in this FBX scene. Please make sure to enable the ‘Export Smoothing Groups’ option in the FBX Exporter plug-in before exporting the file. Even for tools that don’t support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
[2017.01.12-13.10.01:501][ 0]FBXImport:Warning: Warning cube has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option.
[2017.01.12-13.10.01:826][ 0]LogWindows:Error: === Critical error: ===
[2017.01.12-13.10.01:831][ 0]LogWindows:Error:
[2017.01.12-13.10.01:835][ 0]LogWindows:Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:d:\build++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\Containers/Array.h] [Line: 634]
[2017.01.12-13.10.01:846][ 0]LogWindows:Error: Array index out of bounds: 0 from an array of size 0
[2017.01.12-13.10.01:851][ 0]LogWindows:Error:
[2017.01.12-13.10.01:853][ 0]LogWindows:Error:
[2017.01.12-13.10.01:856][ 0]LogWindows:Error: KERNELBASE.dll
[2017.01.12-13.10.01:859][ 0]LogWindows:Error: UE4Editor-Core.dll
[2017.01.12-13.10.01:862][ 0]LogWindows:Error: UE4Editor-Core.dll
[2017.01.12-13.10.01:866][ 0]LogWindows:Error: UE4Editor-Core.dll
[2017.01.12-13.10.01:869][ 0]LogWindows:Error: UE4Editor-UnrealEd.dll
[2017.01.12-13.10.01:872][ 0]LogWindows:Error: UE4Editor-UnrealEd.dll
[2017.01.12-13.10.01:876][ 0]LogWindows:Error: UE4Editor-Cmd.exe
[2017.01.12-13.10.01:879][ 0]LogWindows:Error: UE4Editor-Cmd.exe
[2017.01.12-13.10.01:882][ 0]LogWindows:Error: UE4Editor-Cmd.exe
[2017.01.12-13.10.01:885][ 0]LogWindows:Error: UE4Editor-Cmd.exe
[2017.01.12-13.10.01:888][ 0]LogWindows:Error: UE4Editor-Cmd.exe
[2017.01.12-13.10.01:892][ 0]LogWindows:Error: kernel32.dll
[2017.01.12-13.10.01:895][ 0]LogWindows:Error: ntdll.dll
[2017.01.12-13.10.01:897][ 0]LogWindows:Error: ntdll.dll
[2017.01.12-13.10.01:901][ 0]LogWindows:Error: