4.10: Import FBX Crash

We’ve been having trouble this morning trying to import an animation fbx. On my collegue’s PC who still uses 4.9 it works perfectly fine, on mine (upgraded to 4.10) it constantly crashes. The crash log, affected fbx file (Edit: The AnswerHub doesn’t seem to like my fbx file so here’s a dropbox link) and dump is attached. This is the crash report log text:

MachineId:518532324DEAF6F08E3F3794052A7234
EpicAccountId:410265ac77994f4ba3e6ffa6e94fe16b

Access violation - code c0000005
(first/second chance not available)

“”

libfbxsdk libfbxsdk libfbxsdk
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:244]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!ApplyUnroll()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:246]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::MergeAllLayerAnimation()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:263]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ValidateAnimStack()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:638]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::ImportAnimations()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:506]
UE4Editor_UnrealEd!UEditorEngine::ImportFbxAnimation()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\skeletalmeshedit.cpp:74]
UE4Editor_UnrealEd!UFbxFactory::FactoryCreateBinary()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:469]
UE4Editor_UnrealEd!UFactory::StaticImportObject()
[d:\projects\visual studio\unreal
engine\engine\source\editor\unrealed\private\factories\factory.cpp:312]
UE4Editor_AssetTools!FAssetTools::ImportAssets()
[d:\projects\visual studio\unreal
engine\engine\source\developer\assettools\private\assettools.cpp:918]
UE4Editor_AssetTools!FAssetTools::ImportAssets()
[d:\projects\visual studio\unreal
engine\engine\source\developer\assettools\private\assettools.cpp:537]
UE4Editor_ContentBrowser!SContentBrowser::ImportAsset()
[d:\projects\visual studio\unreal
engine\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:744]
UE4Editor_ContentBrowser!SContentBrowser::HandleImportClicked()
[d:\projects\visual studio\unreal
engine\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:735]
UE4Editor_ContentBrowser!TMemberFunctionCaller (__cdecl SContentBrowser::*)(void)
__ptr64>::operator()<>() [d:\projects\visual studio\unreal
engine\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_ContentBrowser!TTupleImpl

::ApplyAfter_ExplicitReturnType (__cdecl SContentBrowser::*)(void)
__ptr64> >() [d:\projects\visual studio\unreal
engine\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,FReply
__cdecl(void)>::Execute() [d:\projects\visual studio\unreal
engine\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate::Execute()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:236]
UE4Editor_Slate!::operator()()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
UE4Editor_Slate!FEventRouter::Route
() [d:\projects\visual studio\unreal engine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4266]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4663]
UE4Editor_Slate!FSlateApplication::OnMouseUp()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4641]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\core\private\windows\windowsapplication.cpp:1404]
UE4Editor_Core!FWindowsApplication::DeferMessage()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\core\private\windows\windowsapplication.cpp:1709]
UE4Editor_Core!FWindowsApplication::ProcessMessage()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\core\private\windows\windowsapplication.cpp:707]
UE4Editor_Core!FWindowsApplication::AppWndProc()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\core\private\windows\windowsapplication.cpp:629]
user32 user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor!GuardedMain()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain()
[d:\projects\visual studio\unreal
engine\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh()
[f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
ntdll

For what it’s worth it seems that the error is inside the fbx sdk. Inside of ApplyUnroll() pNode does exist but doing GetName() or anything really causes it to crash at that line.

Best regards,
Damir H.

link text

Hi DamirH -

Thank You for your report. Unfortunately with just the Animation FBX and no Skeletal Mesh to assign it to, I cannot test whether the crash occurs internally. Can you post the skeletal Mesh associated with this animation fbx here as well? If you zip your FBX up you can attach it directly to the Answerhub.

Thank You

Eric Ketchum

Hey Eric,

I know it’s just the animation file but the error remains the same whichever skeletal mesh you try to attach it to as long as its vaguely humanoid (the default guy should work). If that doesn’t work I can just take a cube and bind it to any of the bones in the skeleton, it doesn’t really matter. Afraid I cannot share the source mesh because the project is under wraps. However, as I said, it works with any mesh.

Exact same problem here. Fbx and crash report attached.

Visual Studio breaks here

Hello -

Thank you jjacques, I was able to reproduce the crash and entered a report for our developers as UE-23368. As we investigate a solution, I will keep you posted here.

Eric Ketchum

If you’re using the github version, apply the following changes to fix the crash:

https://github.com/M3d10n/UnrealEngine/commit/dfa5bc20e9ce003ec2706a906e7e255526c933fc

Hi, manoelneto. I’m getting a dead link error.

You must be logged on github to view UE4 forks.

I’m logged in, but still get a 404 error. Is your fork private?

All UE4 forks are private, but I suppose you should be able to view if you linked your github account with your unrealengine.com account. Check if you can view this page: https://github.com/EpicGames/UnrealEngine

Yes. I can.
But I still can’t view your page.

Same here. https://github.com/KokkuGames/UnrealEngine gives me a 404. I can reach https://github.com/EpicGames/UnrealEngine no problem.

Odd. I’ll look into it.

It seems the team permissions don’t carry when a fork is made into another organization. I forked into my personal account and managed to set the permissions. It should work now:

https://github.com/M3d10n/UnrealEngine/commit/dfa5bc20e9ce003ec2706a906e7e255526c933fc

Great! Thanks, manoelneto.

Well, the manoelneto solution doesn’t work for me.
For those are stuck on 4.9 like me: skip the loop on line 244 with a comment (SkeletalMeshEdit.cpp).
Be aware: I’m not a real programmer and this is not a real solution. I don’t know if this procedure can break something else elsewhere.
But it’s working for me, for now.
Hope it helps

Yeah, this looks like a different bug than the one I encountered. The FBX files I had crashes with had no animation and were crashing at a different place.

Ran into the same issue and I believe it’s related to having null objects in the skeleton.

For example there are chain-ending bones in the mixamo skeletons which are just null locators for rigging purposes. jjacques’ skeleton has the same locators which are children of the joint chain but not actually considered bones in the FBX file:

While you can import the skeleton just fine, the animation import will crash in a recursive call to ApplyUnroll() on that last object in the joint chain.

Everything seems fine in the skeleton uasset and I don’t know why this reportedly worked in 4.9, but in 4.10 this type of object in an anim asset will crash on import.

I’ll run a quick test on a new skeleton with proper bones instead of nulls to see if it solves the issue as I expect.

I just ran into this solution and spend 3 hours looking for a problem since I also switched to a new machine and thought the reason is with my setup. Is there a maintainance release coming soon? This is a serious problem guys and needs to be addressed immediately. I dont use git here adn I cant apply a patch, there should be a general release with this fix since it will affect lots of people.

The strange thing is: The same FBX file imports in a naked editor that uses just the 3rd person template without any changes, but crashes in my project just like for the guys above.

When I turn off “import animations” it imports in my project.

I really hope for a speedy solution here, this is a dealbreaker