4.24 Editor crash when import a FBX with Skeleton

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:

  • import static mesh from blender, work.

  • import skeleton from blender, some file crash but some file work.

  • import skeleton from cascadeur with a sample, crash.

  • the Error FBX import to Maya and then export, work.

  • all fbx file work in 4.23.

link text

FBX file

It do crash for me too, make a bug report to Epic Games here and send the link to the file:

https://epicsupport.force.com/unrealengine/s/

Yep, I’ve been having the same issue here. Have also reported it as a bug.

Hello there.

Arkiruthis encouraged me to post solution here since it helped him, so here it is:

it looked like a problem I encounter
couple of weeks ago. Basically,
regardless of whether you choose to
create or not create material in
Unreal’s FBX Importer it will crash if
you don’t add material in Blender
before exporting skeletal mesh. So if
your model doesn’t have a material,
simply open your model in Blender, add
a material, and export it. Then
Unreal’s importer shouldn’t have the
problem. If you have material
added/applied to mesh already, but yet
it still crashes, then, I’m afraid it
some sort of other issue.

I think, it also worth mentioning the video that Epic has on their Unreal Engine youtube channel, it’s called:

Blender to Unreal Engine with Matt Workman | Live from HQ | Inside Unreal

it roughly is 2 hours long, but it worth it, imo. Video starts at 22:21.

I dont know why, nothing happens when I click submit in BUG SUBMISSION PAGE. and Yaroslav Osipov’s answer is solve this bug. you just need to create a material for your mesh in blender.

it work for me, thank you!