How to debug crashes

I’m trying to do a very simple FBX import of a simple mesh from Blender with some simple animations, but the import results in a crash (and unfortunately, debugging those is infamously difficult).

I suspect it has something to do with the material looking at the stacktrace…Thing is, if I remove the armature it imports fine. If I keep the armature but remove the animations, it crashes. So is there something with the armature in comination with the material I should be taking care of?

I gave the mesh a very basic plain material, nothing custom. How do you folks deal with crashes like this? Would submitting a bugreport be the fastest way?

Attached the mesh and FBX: link text

Blender v2.81.16

UE v4.24.1

OS: MacOS 10.15.2

Assertion failed: Resource
[File:/Users/build/Build/++UE4/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalUniformBuffer.cpp]
[Line: 142]

FGenericPlatformMisc::RaiseException(unsigned
int) Address = 0x10f9932f7 (filename
not found) [in UE4Editor-Core.dylib]
FMacErrorOutputDevice::Serialize(char16_t
const*, ELogVerbosity::Type, FName
const&) Address = 0x10faf6ed0
(filename not found) [in
UE4Editor-Core.dylib]
FOutputDevice::LogfImpl(char16_t
const*, …) Address = 0x10fbf5ae9
(filename not found) [in
UE4Editor-Core.dylib]
AssertFailedImplV(char const*, char
const*, int, char16_t const*,
__va_list_tag*) Address = 0x10fb7bd2d (filename not found) [in
UE4Editor-Core.dylib]
FDebug::CheckVerifyFailedImpl(char
const*, char const*, int, char16_t
const*, …) Address = 0x10fb7bbb4
(filename not found) [in
UE4Editor-Core.dylib]
FMetalUniformBuffer::FMetalUniformBuffer(void
const*, FRHIUniformBufferLayout
const&, EUniformBufferUsage,
EUniformBufferValidation) Address =
0x15735e1da (filename not found) [in
UE4Editor-MetalRHI.dylib]
FMetalDynamicRHI::RHICreateUniformBuffer(void
const*, FRHIUniformBufferLayout
const&, EUniformBufferUsage,
EUniformBufferValidation) Address =
0x157365acd (filename not found) [in
UE4Editor-MetalRHI.dylib]
CreateLocalVFUniformBuffer(FLocalVertexFactory
const*, unsigned int,
FColorVertexBuffer*, int) Address =
0x111defb07 (filename not found) [in
UE4Editor-Engine.dylib]
FGPUSkinPassthroughVertexFactory::SetData(FLocalVertexFactory::FDataType
const&) Address = 0x112560004
(filename not found) [in
UE4Editor-Engine.dylib]
TGPUSkinVertexFactory::CopyDataTypeForPassthroughFactory(FGPUSkinPassthroughVertexFactory*)
Address = 0x111c44b8b (filename not
found) [in UE4Editor-Engine.dylib]
TGraphTask CreatePassthroughVertexFactory

(ERHIFeatureLevel::Type, TArray TDefaultDelete
, TSizedDefaultAllocator<32> >&, TGPUSkinVertexFactory*)::InitPassthroughGPUSkinVertexFactoryName,
void
CreatePassthroughVertexFactory
(ERHIFeatureLevel::Type, TArray TDefaultDelete
, TSizedDefaultAllocator<32> >&, TGPUSkinVertexFactory*)::‘lambda’(FRHICommandList&)>
::ExecuteTask(TArray >&,
ENamedThreads::Type) Address =
0x1125e409f (filename not found) [in
UE4Editor-Engine.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int,
bool) Address = 0x10f950920 (filename
not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int)
Address = 0x10f94f793 (filename not
found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address =
0x1172c5e13 (filename not found) [in
UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address =
0x117335ef7 (filename not found) [in
UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address
= 0x10fa0d136 (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*)
Address = 0x10f9c1011 (filename not
found) [in UE4Editor-Core.dylib]
_pthread_start Address = 0x7fff6ea65e65 (filename not found)
[in libsystem_pthread.dylib]
thread_start Address = 0x7fff6ea6183b
(filename not found) [in
libsystem_pthread.dylib]

If someone runs into it; got some feedback from my bugreport to UE:

"It looks like this crash will be
fixed in the 4.24.2 hotfix (I do not
have hotfix ETA)
Unreal Engine Issues and Bug Tracker (UE-86287)
If you are compiling your engine from
source, you can try applying the fix.
"