Callstack :
EpicAccountId:67b67000bf364ac7bb34372c22864cc5
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 0 from an array of size 0
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:105]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
UE4Editor_MeshBuilder!DispatchCheckVerify<void,<lambda_2519354e8d7c841a0a01de7e75d057d0> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:168]
UE4Editor_MeshBuilder!SkeletalMeshBuilderHelperNS::FixFaceMaterial() [d:\build\++ue4\sync\engine\source\developer\meshbuilder\private\skeletalmeshbuilder.cpp:79]
UE4Editor_MeshBuilder!FSkeletalMeshBuilder::Build() [d:\build\++ue4\sync\engine\source\developer\meshbuilder\private\skeletalmeshbuilder.cpp:131]
UE4Editor_MeshBuilder!FMeshBuilderModule::BuildSkeletalMesh() [d:\build\++ue4\sync\engine\source\developer\meshbuilder\private\meshbuildermodule.cpp:53]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportSkeletalMesh() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\fbx\fbxskeletalmeshimport.cpp:1956]
UE4Editor_UnrealEd!UFbxFactory::FactoryCreateFile() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:610]
UE4Editor_UnrealEd!UFactory::ImportObject() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\factories\factory.cpp:187]
UE4Editor_AssetTools!UAssetToolsImpl::ImportAssetsInternal() [d:\build\++ue4\sync\engine\source\developer\assettools\private\assettools.cpp:1998]
UE4Editor_AssetTools!UAssetToolsImpl::ImportAssets() [d:\build\++ue4\sync\engine\source\developer\assettools\private\assettools.cpp:1223]
UE4Editor_UnrealEd!FImportFilesByPath::Run() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\subsystems\importsubsystem.cpp:95]
UE4Editor_UnrealEd!UImportSubsystem::HandleNextTick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\subsystems\importsubsystem.cpp:138]
UE4Editor_Engine!FTimerUnifiedDelegate::Execute() [d:\build\++ue4\sync\engine\source\runtime\engine\public\timermanager.h:51]
UE4Editor_Engine!FTimerManager::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\timermanager.cpp:881]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1346]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:410]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:4485]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:173]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
How to get the FBX:
in blender(2.81), create a mesh and bone, set the parent with auto weight.
what i try:
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import static mesh from blender, work.
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import skeleton from blender, some file crash but some file work.
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import skeleton from cascadeur with a sample, crash.
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the Error FBX import to Maya and then export, work.
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all fbx file work in 4.23.