I’m not sure if this is always or just when replacing an existing mesh, I’m hesitant to remove the existing mesh before reimporting. The old mesh was a rectangle (8 vertices, very simple) representing a glass pane with all the faces facing outward. The new mesh is the same rectangle with flipped normals on the outer 4 edges of the glass pane so they can be visible through the two faces. The outer edges also have a new material assigned to them whereas the old mesh only had a single material - the old material is still on the two faces of the glass pane. I sent the first crash report from it.
As a follow-up note - it worked after changing an instanced mesh in a blueprint that referenced it and was being used to make about 100 copies of itself within the blueprint’s constructor to a different mesh, deleting the original mesh, importing the new mesh then changing the blueprint instanced mesh reference back. It appears to be another bug relating to re-naming/asigning/loading things.
Hi CoryG -
I am not experiencing the same crash behavior that you are given the same asset setup. Can you possible send me the FBX of the asset which is causing this issue and let me know what modeling software you are using as well?
Thank You
Eric Ketchum
The second version of the fbx is here - it differs from the first version in that the first version had all normals facing outward whereas this one has the 4 thin faces facing inward. The original was referenced by an instanced static mesh within a blueprint when I tried to reimport it by right-clicking the location it was stored and importing the new version directly into the same folder, then hitting replace (I didn’t use the reimport feature expressly and am not sure if that is a factor or not).
Hi CoryG -
I am still not able to reproduce the crash with your asset or a created asset given the circumstances you have reported. Can you please look at the following location on your CPU and take the files found there and zip them and attach them here:
C:\Users[UserName]\AppData\Local\Microsoft\Windows\WER\ReportQueue
Specifically you will be looking for the folder created around the time of your crash. In addition, can you let me know what version of the editor you are using and the Machine ID which appeared in the Crash Reporter?
Thank You
Eric Ketchum
I have three possible errors at that time (pretty sure they’re all the same one just with different attempts) - I’m not sure how to obtain the Machine ID again - if there’s a place I can look it up please let me know.
Hi CoryG -
That’s okay the files you uploaded have the Machine ID embedded in it. I am digging into this further with your files, but I believe this issue may be fixed in 4.7.4 which is forthcoming.
Thank you and I will let you know as I progress in the investigation -
Eric Ketchum
Hi CoryG -
Are you doing anything in the Blueprint which instances the Static Meshes with Physics? I am looking through the crash logs and I am seeing some references to a PhysX code and want to rule that out as a possible source of the error.
Thank You
Eric Ketchum
Not that I’m aware of, but it may be related to this issue as the pieces being imported were a prior generation of the glass windows used there. The blueprint
was set up to create instances
of instanced static meshes
within the construction script which involved moving the newly created instances
to their proper location. Still having a bit of a lighting issue but I apologize, I probably should have come back to update this post when I learned construction script spawning within a blueprint
wasn’t allowed.
Hi CoryG -
After talking with Rudy and testing in your project file, it looks like this crash was a result of the blueprint error being read on Asset import. Can you confirm that you are not getting this exact crash since correcting the issue that Rudy and yourself were discussing.
Thank You
Eric Ketchum
I just tried the same mesh with inverted normals on the faces that were inverted originally and it works, it does appear to have been related to blueprint construction script issue.