FBX Import Crash

I got two different crash logs for attempting to import using two different methods.

Edit: I couldn’t put the crash logs in comments so they are at the bottom of the post

When I use the import tool on the content browser window I received this log which seemed to suggest that perhaps the Geometry of the mesh was incorrect or that, the specific node may be null (either of which seems really odd to me since this FBX was exported from a different project). The other project is the exact same Engine version, so I assume that exporting from one and importing into the other it would be fine. A friend who encountered a similar issue suggested trying to import it without the materials but I don’t even get the import dialogue box, it loads to 75% then crashes.

(First crash log below)

The other crash log I received was when I tried to drag the FBX from the folder directly into the content browser.

(Second crash log below)

This didn’t provide source for the location of the crash, but I walked through the engine code and it seemed almost like it was having issues building the font to spawn the import dialogue box? It may be an unrelated issue or possibly just caused the crash to route through different code but the similarities between the two crash logs stop once it reaches “launchengineloop.cpp”. Which is (if I remember right) just a different section of the GuardedMain function being called, which explains the divergence of the two call stacks but unfortunately didn’t yield any information to the particular issue.

#FIRSTCRASH

Application version 14.0.7013
… built from changelist 2872498

OS version 6.1.0.7601
Running 8 x64 processors
Exception was “Access violation - code c0000005 (first/second chance not available)”

Source context from “engine/source/editor/unrealed/private/fbx/fbxmainimport.cpp”

  523       						break;
  524       					}
  525       				}
  526       				// if the geometry node is used as link, ignore it
  527       				if (bIsLinkNode)
  528       				{
  529       					continue;
  530       				}
  531       
  532       				SceneInfo.TotalGeometryNum++;
  533       				
  534       				FbxMesh* Mesh = (FbxMesh*)Geometry;
  535       				SceneInfo.MeshInfo.AddUninitialized();
  536       				FbxMeshInfo& MeshInfo = SceneInfo.MeshInfo.Last();
  537 ***** 				MeshInfo.Name = MakeName(GeoNode->GetName());
  538       				MeshInfo.bTriangulated = Mesh->IsTriangleMesh();
  539       				MeshInfo.MaterialNum = GeoNode->GetMaterialCount();
  540       				MeshInfo.FaceNum = Mesh->GetPolygonCount();
  541       				MeshInfo.VertexNum = Mesh->GetControlPointsCount();
  542       				
  543       				// LOD info
  544       				MeshInfo.LODGroup = NULL;
  545       				FbxNode* ParentNode = GeoNode->GetParent();
  546       				if ( ParentNode->GetNodeAttribute() && ParentNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eLODGroup)
  547       				{
  548       					FbxNodeAttribute* LODGroup = ParentNode->GetNodeAttribute();
  549       					MeshInfo.LODGroup = MakeName(ParentNode->GetName());
  550       					for (int32 LODIndex = 0; LODIndex < ParentNode->GetChildCount(); LODIndex++)
  551       					{
  552       						if ( GeoNode == ParentNode->GetChild(LODIndex))

libfbxsdk
libfbxsdk
libfbxsdk
UE4Editor_UnrealEd!UnFbx::FFbxImporter::GetSceneInfo() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\fbx\fbxmainimport.cpp:538]
UE4Editor_UnrealEd!UnFbx::FFbxImporter::GetImportType() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\fbx\fbxmainimport.cpp:404]
UE4Editor_UnrealEd!UFbxFactory::DetectImportType() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:100]
UE4Editor_UnrealEd!UFbxFactory::FactoryCreateBinary() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\fbx\fbxfactory.cpp:182]
UE4Editor_UnrealEd!UFactory::StaticImportObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\factories\factory.cpp:312]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\assettools\private\assettools.cpp:918]
UE4Editor_AssetTools!FAssetTools::ImportAssets() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\assettools\private\assettools.cpp:537]
UE4Editor_ContentBrowser!SContentBrowser::ImportAsset() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:744]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper cdecl(FString const & ptr64)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void cdecl(FString const & ptr64)>::ExecuteIfSafe() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_ContentBrowser!FNewAssetOrClassContextMenu::ExecuteImportAsset() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\newassetorclasscontextmenu.cpp:400]
UE4Editor_ContentBrowser!TTupleImpl,TBaseDelegate,FString>::ApplyAfter_ExplicitReturnType,FString)>() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\tuple.h:79]
UE4Editor_ContentBrowser!TBaseStaticDelegateInstance,FString>::ExecuteIfSafe() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:976]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:927]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply cdecl(void)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:236]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:361]
UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4266]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4663]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4641]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1416]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1721]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:719]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:641]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2391]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

#SECONDCRASH

Application version 4.10.4
… built from changelist 2872498

OS version 6.1.0.7601
Running 8 x64 processors
Exception was “Access violation - code c0000005 (first/second chance not available)”

Source context from “engine/source/thirdparty/inteltbb/inteltbb-4.0/src/tbbmalloc/frontend.cpp”

UE4Editor_Core!scalable_msize() [d:\depot\ue4\engine\source\thirdparty\inteltbb\inteltbb-4.0\src\tbbmalloc\frontend.cpp:2615]
UE4Editor_Core!FMallocTBB::Realloc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\hal\malloctbb.cpp:70]
UE4Editor_Core!TArray::CopyToEmpty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\containers\array.h:2278]
UE4Editor_Core!FTextHistory::Rebuild() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\internationalization\texthistory.cpp:59]
UE4Editor_Core!FText::Rebuild() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\internationalization\text.cpp:1232]
UE4Editor_Core!FText::ToString() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\internationalization\text.cpp:1214]
UE4Editor_SlateCore!FSlateFontMeasure::Measure() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\fonts\fontmeasure.cpp:61]
UE4Editor_UnrealEd!SSlowTaskWidget::GetMainTextFont() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:257]
UE4Editor_UnrealEd!TMemberFunctionCaller::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_UnrealEd!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<1,SSlowTaskWidget,0,FSlateFontInfo cdecl(void)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!TAttribute::Get() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\misc\attribute.h:135]
UE4Editor_Slate!STextBlock::GetFont() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:40]
UE4Editor_Slate!STextBlock::GetComputedTextStyle() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:286]
UE4Editor_Slate!STextBlock::ComputeDesiredSize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\widgets\text\stextblock.cpp:192]
UE4Editor_SlateCore!SWidget::CacheDesiredSize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:405]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:399]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slatecore\private\widgets\swidget.cpp:394]
UE4Editor_Slate!PrepassWindowAndChildren() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1054]
UE4Editor_Slate!FSlateApplication::DrawPrepass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1077]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1143]
UE4Editor_Slate!FSlateApplication::DrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:927]
UE4Editor_Slate!FSlateApplication::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1441]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2460]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

I have an fbx I could attach but for some reason it won’t let me add attachments so I will share from drive or dropbox later

Edit:
https://drive.google.com/open?id=0B97MCccpppDlTC1mcHZuelBJc2RPM0ZVM2I4MUt4b1o2N3Fj

Hopefully this works, apologies for those who came to try and help but it was not up yet. Getting back to this took a little longer than anticipated.

Is this an animation file?

No it’s just a mesh. We had foliage in the scene that we exported as a single mesh to import into the other project.

I was able to import the FBX exports into a fresh 4.11 project so I converted the project to 4.11 as well. It seems to have cleared up the issue after fighting with a few things breaking with the project conversion. One of the meshes we split into several components to isolate why we kept getting import errors. We found a group of 2 assets causing the import error, we split them up to figure out which it was and the import worked (for some unknown reason).

For now converting the 4.10 project to 4.11 seems to have fixed it. Not really a solution for those locked to 4.10 but I have not found any alternatives.