5.3 crashes when importing high poly fbx object

Hey,
I’m trying to import a high poly fbx object from Blender.
The object is around 27 million Polygons big ans rougly 2 GB in size. It’s always loading for half an hour at 0% and then it crashes. I tried different things. I tried deactivating nanite, lightmaps and collision generation in the import settings.
After reading posts about a similiar message after the crash, I also tried disconnecting my ethernet and updating my graphics driver. Nothing worked. I hope somebody can help me out. Tis is the crash report:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000261e44db000

libfbxsdk
libfbxsdk
libfbxsdk
libfbxsdk
libfbxsdk
libfbxsdk
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

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I work for a decent size development team, with several environment artists. We have seen strange mesh issues like this across the board. Seems 5.3 has an issue with larger poly counts. Doesn’t even seem related to nanite.

We had made a move from 5.1 to 5.3 with much difficulties related to mesh. But even fresh imports can have issues. Solutions i have found is to reduce polys by 10-20 percent, make sure mesh is triangulated before export out of modeling software, Make sure material slots is setup proper. In some cases reimport the mesh as a new UAsset file. Then swap it out. Its very odd. Still doesn’t always solve. Sometimes i take assets through a fresh 5.3 project. Then take the Uasset out of there and put into our project. Something is certainly strange.

I have seen the unhandled exception error. I have also seen a Mesh Importer 2gb exceeded error, like there is some limit. And various other ones.

Would be curious if anyone else is running into this. Using large 30 mil+ assets really helps in the way of performance/speed of workflow for large scale environments. Thats why we do it, keeps instances/counts low too. 5.1 could handle 50 mil+ assets no issues. But something is up with 5.3.

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Same issues here… Bump!