Crash on FBX import

Hello.

I am trying to import a very simple FBX file to the UE 4.9.2.

[MachineId:
EpicAccountId:

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

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 678] 
Array index out of bounds

UE4Editor_Core!FText::FText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\internationalization\text.cpp:296]
UE4Editor_Core!FSlowTask::GetCurrentMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\misc\feedbackcontext.h:264]
UE4Editor_UnrealEd!SSlowTaskWidget::GetProgressText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:301]
UE4Editor_UnrealEd!SSlowTaskWidget::GetMainTextFont() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:255]
UE4Editor_UnrealEd!TMemberFunctionCaller<SSlowTaskWidget,FSlateFontInfo (__cdecl SSlowTaskWidget::*)(void)const __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_UnrealEd!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FSlateFontInfo,TMemberFunctionCaller<SSlowTaskWidget,FSlateFontInfo (__cdecl SSlowTaskWidget::*)(void)const __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<1,SSlowTaskWidget,0,FSlateFontInfo __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate<FSlateFontInfo>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!TAttribute<FSlateFontInfo>::Get() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\misc\attribute.h:135]
UE4Editor_Slate!STextBlock::GetFont() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:40]
UE4Editor_Slate!STextBlock::GetComputedTextStyle() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:271]
UE4Editor_Slate!STextBlock::ComputeDesiredSize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:180]
UE4Editor_SlateCore!SWidget::CacheDesiredSize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:405]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:399]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_Slate!PrepassWindowAndChildren() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1054]
UE4Editor_Slate!FSlateApplication::DrawPrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1077]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1143]
UE4Editor_Slate!FSlateApplication::DrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:927]
UE4Editor_Slate!FSlateApplication::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1441]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2461]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200][1]

Import settings:

http://s6.postimg.org/lsdl4k5ip/screenshot_31.png

[link text][3]

File FBX and logs are attached.

Hi Arthur -

I have put in a bug for this one as UE-22696. In the meantime, I was able to correctly import the asset after re-exporting the FBX from a modeling program as a FBX2015 instead of the FBX2016 file format.

Hopefully that will unblock you as we work on a solution -

Thank you for your report -

Eric Ketchum

I exported that file not in 2016, but in 2013 FBX format.

The File attached above is a FBX2016.

Here is a comparison between your file on import versus an older file on import:

Eric Ketchum

That is strange, try exporting it as a 2014/2015 and see if the file will import for you correctly in the editor.

Very strange. I exported it from 3D Studio Max 2016 with FBX Version 2013:

http://s6.postimg.org/dqpcmnmr5/screenshot_32.png

It’s not work-blocking issue - this file I made for test, for Skeleton Mesh Physics Asset test. I trying to understand, how to enable collision for Skeletal Mesh without disabling animations and without full (per bone gravity) physical simulation… I looking for something like CryEngine’s “ragdoll deforming mesh” or Physics Proxy - CRYENGINE 3 Manual - Documentation . Can you advice me, how to simply make collision for Characters Mesh (not with Characters Capsule)?

Thank you.

For others clarity -

Can you post your last comment as a new question?

Thank You

Eric Ketchum