.fbx I make out of Ark's originals seems to be corrupted (Error 0x00000040)

Hello!

So I recently managed to start modding Ark.
I am currently trying to get used to the new mesh/material import, which is pretty easy until now.

I just got a little problem:

I exported OneShotRifle original mesh into a FBX, (FPV and TPV), replaced them both by my LeeEnfield mesh, renamed it correctly in the FBX etc.

But then, here, at this very precise point, when I export my file (so the file used to be WeapOneShotRifle but is now a LeeEnfield right), it will get corrupted.
I am exporting triangulated, FBX 2011.
By corrupted I mean: I cannot open it back with Max, software will crash and If I try to load the mesh in the game, it will simply give me the 0x00000040 error.

I guess the issue is in the exporting, or in the rigging, because I already displayed the mesh with no problem - the problem happens when I get it in my hands:

Trying to get my Lee Enfield model into the game:

https://cdna2.artstation.com/p/assets/images/images/002/144/526/large/adrien-lelievre-screenshot005.jpg?1458488512

Thanks for your time !

Adrien

Bump :slight_smile:
Anyone with experience in adding meshes into the game?

Hi,

Even if this error does not show up for you, can you describe your export settings ? Maybe I will find out of it
I have been trying different exports, different rigs, I just cant get it to work, this thing is impossible to mod for me…
Might switch to Maya but if I can stay within Max I would prefer so.

I used a 30 day trial version of Maya 2015 and used the fbx 2014 in the export settings awhile back when I made some weapons for one of my mods and it worked perfectly following this tut: https://www.youtube.com/watch?v=ods3drEXaAA

Hi,
Thanks for your help
Well yeah I’ve seen that dude videos a while ago, looks helpful
I just really wanted to stick to Max, I am both Maya and Max user, but it always takes a few days to get used to one again (well in the end I will just use Maya as an exporter I guess)
Would be really good if we could get a fix or a proper UE4 exporter for this

I don’t think there’s really anything to ‘fix’ as if you’re getting an error, where pretty much nobody else is, it’s much more likely going to be something unique to you.

https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/

Make sure to be exporting with the 2014 version of FBX… I don’t use Max, I’ll be getting it soon to have a look around but I largely use Mudbox/Maya > Substance P. > DevKit, so I don’t know what export options you have, but if FBX 2014 is not one of them, then you’re going to need to find a way around that. Or try using .obj…

¯_(ツ)_/¯

-WM