Crash while importing a skeletal mesh (exported from blender) - EXCEPTION_ACCESS_VIOLATION reading address 0x00000309000006e1

I am trying to import the rigged car with armature (rigged using the rigacar blender plugin ) followed this tutorial. The Car looks great and rigged in blender within the testing pose tools.

I have a problem importing this car into Unreal Engine - there might be something strange about the .fbx file.

This is how i am exporting the FBX file from blender:

And this is how i am importing the file in UE5 (5.0.2), leaving the default options:

This is the error i am getting when the engine crashes:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000309000006e1

Error log

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000309000006e1

UnrealEditor_Engine!FSkinnedMeshComponentRecreateRenderStateContext::~FSkinnedMeshComponentRecreateRenderStateContext() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:7096]
UnrealEditor_Engine!FSkeletalMeshCompilingManager::PostCompilation() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshCompiler.cpp:232]
UnrealEditor_Engine!FSkeletalMeshCompilingManager::ProcessSkeletalMeshes() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshCompiler.cpp:409]
UnrealEditor_Engine!FSkeletalMeshCompilingManager::ProcessAsyncTasks() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshCompiler.cpp:434]
UnrealEditor_Engine!FAssetCompilingManager::ProcessAsyncTasks() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\AssetCompilingManager.cpp:349]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5257]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Looking at the Engine’s source code (SkeletalMesh.cpp:7096) i see the involved method:

FSkinnedMeshComponentRecreateRenderStateContext::~FSkinnedMeshComponentRecreateRenderStateContext()

Notes

This is a question also blender-related

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