We are using an editor util bp to import fbx’s and are hitting a crash when calling Import Assets (synchronously). Previous to 5.5, we had disabled the feature flag ‘Interchange.FeatureFlags.Import.Enable = false’ in the DefaultEngine.ini to get around the issue, but seems like this is not working anymore. (Note: BfEATR is the plugin we created that triggers the import BP). Is there a correct way to import assets synchronously without using the interchange pipeline (as we’re encountering the issue of bone orientations changing with interchange re-imports as well)?
verify(++Queue(QueueIndex).RecursionGuard == 1); FNamedTaskThread::ProcessTasksUntilIdle UE::Interchange::FInterchangeTaskSystem::Get().OnTaskSystemTickDelegate() UE::Interchange::FInterchangeTaskSystem::WaitUntilTasksComplete UE::Interchange::FImportAsyncHelper::GetCompletionTaskGraphEvent FImportResult::WaitUntilDone UInterchangeManager::ImportAssetWithResult UAssetToolsImpl::ImportAssetsInternal UAssetToolsImpl::ImportAssetTasks
Interchange.FeatureFlags.Import.FBX = false works to avoid the crash fwiw. Unsure why the global feature flag is not being respected now though.
Hi Jack,
Just to make sure, I do understand you properly.
Although you have set the CVar Interchange.FeatureFlags.Import.FBX to false, UAssetToolsImpl::ImportAssetTasks is still going through Interchange. Correct?
With the same value of the CVar, Does a drag-n-drop of a FBX file in the content browser also go through Interchange?
Regards,
Jean-Luc
Hey Jean-Luc,
Prior to 5.5 we were using the Interchange.FeatureFlags.Import**.Enable** = false to avoid the issue, but realized (from our other animation/skm reimport that you commented on) that we need to now be using Interchange.FeatureFlags.Import**.FBX** = false and that has unblocked our client/socket auto import scripts from crashing the editor.
Interchange.FeatureFlags.Import.FBX = false works, but there’s some curiosity surrounding why synchronous imports don’t work with our setup when interchange is enabled.
Hi Jack,
Could you share the BP you are using to trigger the import? I am curious to why you are getting a crash with Interchange.
Thanks.
Regards,
Jean-Luc
Hi Jack,
Apologies for the delay.
Could you try your BP with UE 5.6? In this version we made some changes to better synchronize Interchange’s tasks requiring to run on the game thread.
Thanks.
Regards,
Jean-Luc
Hi Jean-Luc, apologies for the delay.
The tough part about trying to package up assets for repo is we only see the crash when connecting to the socket to pass a json message into the editor bp to fire off the auto-import. If we just have a test json message in the editor bp, we don’t we don’t see the crash. The workflow hinges on the dcc export scripts starting a client that can pass messages to Unreal, the message gets parsed and imports happen accordingly. Not quite sure if getting that flow sent over is viable.
No worries. I tried it and the preliminary testing looks good so far. Thanks!