Hello, I’m having some issues exporting a GLB file. Every time that I try it crashes and gives me the following error. I’m not sure what to do.
LoginId:dcffcfbc4c645cca05d120982f873928
EpicAccountId:0b0d3a2d77dc47e08aeaaddf9508bbea
Assertion failed: !“Enclosing block should never be called” [File:D:\build++UE5\Sync\Engine\Plugins\Enterprise\GLTFExporter\Source\GLTFExporter\Private\Utilities\GLTFJsonUtilities.cpp] [Line: 131]
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_LevelEditor
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Hey @DJpikedesign, welcome to the forums!
Is there any way you could give us a bit of the code snippet or blueprint of what you’re doing? You may need to enable a plugin before you do what you’re trying.
-Zen
Also can you confirm you are building from source and which branch? UE5-Main?
Hello I am having the same problem. I am trying to export the “Opera House” which is currently free on the market in the Epic Launcher. It will export the mesh but without the textures as an FBX, so I am trying to use a more sophisticated format such as gltf or glb. Both seem to export and then crash the UE5 editor before writing the file. I have tried this on Linux (Ryzen 3950X RTX3070 64Gb) and Windows (Ryzen RTX2070). I have tried both formats - gltf and glb. There is definitely something wrong with gltf - which stalls or takes longer than it should to export. But both cause UE to crash on both machines.
I am trying to export the Demonstration level. The “Overview” exports fine.
Hello, can you share the version of the engine you are using as well as the export options?
I was using UE 5.1.1 and both glb and gltf caused UE to crash. The export options were default…trying to think if there was anything I turned on or off, but just the default settings causes UE to crash. Interestingly, OBJ legacy version was able to import the scene relatively ok, though I suspect some details are lost. We really should be able to export gltf - that’s the format that translates best from platform to platform. DAE Collada is even better but that’s not available for UE.
Oh - one other thing to mention, FBX did not work very well. Many of the meshes were duplicated for some reason and the textures were not exported.
Issue exporting the “rectlight”, it has been fixed for 5.2.
1 Like
Still an issue in 5.4
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758] Array index out of bounds: 16129 into an array of size 16129
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_GLTFExporter
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Can you share your scene?
I successfully exported a rect light in 5.4
how big is that map? that might be the issue if you have too many actors or assets in the scene.
For sure, it’s absolutely huge but that shouldn’t be a problem if the exporter used streaming or a queue or something. It should at least show a related error or document a size limit or something.