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ImportAssets commandlet reimport access violation crash.

If a user runs the ImportAssets commandlet to reimport an fbx asset the engine will crash with an access violation exception.

UReimportFbxSkeletalMeshFactory::Reimport attempts to check if the asset already exists in the editor's transaction buffer. It Does this by calling GEditor->IsObjectInTransactionBuffer(SkeletalMesh); this function assumes that the UTransactor object exists and simply references it without checking for validity. This causes an access violation as the UTransactor object does not exist when running in commandlet mode.

Adding a validation check before UTransactor is access should alleviate the issue. Alternatively a check for IsRunningCommandlet can be added before GEditor->IsObjectInTransactionBuffer is called.

Product Version: UE 4.19
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asked Jun 06 '18 at 10:32 PM in Using UE4

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Clayton.Campbell
71 3 12 15

avatar image Dan Tiedy Jun 19 '18 at 11:49 PM

I had this same issue. All the members of the EditorEngine get initialized in UEditorEngine::Init(IEngineLoop* InEngineLoop) which is skipped in FEngineLoop.PreInit

avatar image Clayton.Campbell Jun 20 '18 at 04:21 PM

FYI I put in a PR that fixes the issue a few days ago. A very simple fix if this is still causing you problems.

https://github.com/EpicGames/UnrealEngine/pull/4771

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