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

Hello everybody. I created a simple animation in Blender using 2 key forms. When you import an animation into the UE4, you do not understand the error. Who knows what the reason is. Thank you.

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

libfbxsdk
libfbxsdk
libfbxsdk
UE4Editor_UnrealEd!UnFbx::FFbxImporter::RecursiveBuildSkeleton() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\fbx\fbxskeletalmeshimport.cpp:626]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::SetupAnimationDataFromMesh() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\fbx\fbxskeletalmeshimport.cpp:1729]
UE4Editor_UnrealEd!UFbxFactory::FactoryCreateBinary() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:478]
UE4Editor_UnrealEd!UFactory::FactoryCreateFile() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\factories\factory.cpp:87]
UE4Editor_UnrealEd!UFactory::ImportObject() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\factories\factory.cpp:162]
UE4Editor_AssetTools!FAssetTools::ImportAssetsInternal() [d:\build++ue4+release-4.15+compile\sync\engine\source\developer\assettools\private\assettools.cpp:1461]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\build++ue4+release-4.15+compile\sync\engine\source\developer\assettools\private\assettools.cpp:708]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\build++ue4+release-4.15+compile\sync\engine\source\developer\assettools\private\assettools.cpp:641]
UE4Editor_ContentBrowser!SContentBrowser::ImportAsset() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:836]
UE4Editor_ContentBrowser!SContentBrowser::HandleImportClicked() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:827]
UE4Editor_ContentBrowser!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
UE4Editor_ContentBrowser!TTupleImpl >::ApplyAfter >() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:134]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5075]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:238]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5064]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5531]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5508]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1698]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2120]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:867]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:714]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:980]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2977]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

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

Is generally an issue with a pointer being accessed that is NULL. Seems there is a bug within the importer. The pointer is not checked for being NULL and processed.

fbxskeletalmeshimport.cpp Zeile 626

Blender FBX is not the best implementation. As far as I know it has not been updated for a while.

Make sure when exporting from Blender to select Version: FBX 6.1 ASCII, at least it caused less issues for me.

The pointer access should be checked though and needs a fix, escpecially as it is a recursive function that relies uppon that pointer.

Thanks for the answer. I will check the export settings from the blender. If this does not help I use another program.

Hey Bkridsot,

Can you send me the FBX file that you’re trying to import? If you want to keep it private, you can PM me a download link on the forums.

I conducted several experiments with export and understood the error.
I don’t speak English well. I use the dictionary. I am sorry.
When the names of the objects “cube.001” and “cube.002” (1 not work), we get an error. When I rename
“cube.001” and “cube.002” in the “object”, the export ok (2 work). Export options are identical.

134345-not_work.png

134343-work.png

you might try to use OBJECTNAME_### for your naming declaration